Some ideas I had for subtle rules tweaks that would give weapons that are essentially only in the game for the sake of flavor a more useful role:
Better Small Lasers:
The medium ranges of all small and micro lasers (standard, ER, pulse, heavy, VSP, ER pulse, X-Pulse, and re-engineered) are increased by 1 and long ranges by 2 (the standard small laser becomes 1/3/5, for example).
In addition, any non-pulse, vehicle/'Mech-mounted small lasers ignore the +1 to-hit mod for shooting at battle armor and infantry squads, and inflict their full damage value against conventional infantry (representing faster targeting with the smaller optics).
When tied to a working Targeting Computer, small lasers of all types ignore the modifier for firing at medium range (but not any other range modifiers, including those imposed by Stealth Armor and similar systems).
In exchange, small lasers of all types apply a -1 modifier when rolling to determine if a critical hit was inflicted.
Better AC/2:
The Autocannon/2, Ultra AC/2 (only when firing at single-rate), Rotary AC/2 (only when firing at single-rate), LB-2X (only when using slug ammunition), and Light AC/2 apply half the normal range modifiers at all ranges (round up), including minimum range modifiers, but not including modifiers imposed by Stealth Armor and similar systems. Medium range thus becomes +1, long range +2, extreme range +3, LOS range +4 (if applicable).
Autocannons firing multiple shots, and LB-X autocannon firing cluster ammunition continue to use the standard range modifiers.
Safer Machine Guns:
All types of Machine Gun ammunition inflict half the normal amount of damage from an ammunition explosion (round up).
Better Blazer Cannon:
Binary Laser (Blazer) Cannons automatically roll once on the Determining Critical Hits table for any location they hit, applying a -1 modifier to the roll. Any additional critical hit chances due to internal structure damage or hit location rolls are resolved as normal. This represents an armor-penetrating effect of the tandem laser blasts.
Better Flamers:
When a Flamer, Vehicle Flamer, or ER Flamer is used to inflict heat instead of damage, increase the target's heat by 5 points instead of 2, to a maximum of 15 cumulative heat points from all external heat sources. Heavy Flamers increase the target's heat by 7 points, to a maximum of 15 cumulative heat points from all external heat sources.