Some of it's flavour, some of it's RPG, some of it's mission.
Prior to TW, there was little real difference -for the IS anyway - in carrying a MG, small laser, or flamer. One point of difference was it. However, some people liked the idea of using a flamer, especially with the optional "does heat or damage" rule in play.
Post TW, the flamer and machine guns become highly effective infantry killers. if you only play 'Mech-on-'Mech games, this won't mean much, but a squad/point of suitably equipped BA can route much larger infantry forces, especially in cities.
And some of it is for fun. The Cavalier can have the standard short-range trilogy - or an SRM-1 with 4 reloads. Suddenly the same suit can reach 9 hex ranges, either with standard or inferno rounds. Your BA can pull these unexpected tricks when you'll benefit most.
In-universe, having that sort of flexibility makes a lot of sense, but again that doesn't really impact on in-game.
That helps?
W.