I wanted to pop in real quick and explain the Mk.II-2, because it's an odd duck that deserves its fluff explained to match the stats.
This is one of my designs, and when we submitted it we also submitted a little explanation of the Mech. That didn't make the book, and the result is that it looks like a slightly subpar design compared to its parent. And that's exactly what it is- but why? Because it's intended to be that way.
See, the Sharks had a hit on their hands with the original design, selling it to pretty much anyone who could rub two coins together. And a big part of that is who they sold to- IS forces got a really nice Mech, but the Sharks only mounted older equipment on the design (see the writeup for the old-school Gauss rifles and such). That's good- but it's also unsustainable. How long until you run out of those old weapon caches? You can start production of new stuff, sure, but that cuts into your profit margins. Another idea is to produce a variant, also using older equipment- bonus, by making one that's significantly different from the original, you may be able to drum up new interest, especially important as the FCCW was winding down and there was need for two large military forces to re-arm themselves (in-universe, of course, no one knew what was coming next).
The result was an urban-warfare version of the Mk.II, dropping long-range power for close-range punch. I very seriously considered dropping down to an LB-10X in order to keep the lasers, but felt the 'big boomstick' was a more likely selling point for the Sharks tryiing to get new interest in their assault Mech- LB-10Xs are easy to find on a lot of designs, but a 20X is a bit trickier. The quad-Streak racks were simply because I love using Streak launchers- again, twin Streak-6 were considered in place of the quad-4s, but the idea was to keep this 'weird and flawed' rather than optimizing it. Losing the lasers hurt, I admit, but it was getting a little sticky finding weight to work with- either of the above fixes would have allowed for it, I suppose.
The result is a Mech that honestly isn't particularly good overall, but does have a massive short-range punch, a more-than-token long-range attack still, the jump jets remained so it could clear obstacles in broken/urban environments... and as it turns out, it ended up being just about perfect for the kind of street-to-street fighting the Jihad produced, at least briefly- with those ammo loadouts, it's not going to last long before it has to go home for ammo. And that's okay- again, Clan design philosophy doesn't really call for cavernous ammo bins, right?
My other designs I've contributed to this universe were intended for very specific roles, and were tweaked to be as good as possible at that one job above all other considerations. This though was intended to be scary on-paper, cheap and appealing to sales clientele, and underwhelming when actually used. Remember, not every design can- or should- be a min-maxed perfection machine like the Hellstar. Sometimes you get flawed lemons, and I'm happy to have provided one here that is both flawed and usable at the same time.