The fuel itself is (usually) cheap, but getting it can be hard. If you have to refuel in the field, that means not only having a fuel truck, but also the security it needs. Your auxiliary force requirements go rapidly through the roof, especially if your fuel truck is also ICE.
Typically, if you've got lots of transport for spare parts and maintenance equipment, (Necessary for Fusion vees) then you've got the transport slack for fuel as an alternative-provided you keep your vehicle forces as specialists augmenting your 'mech main line.
Logistics always seems super simplified for game needs, but you gotta remember: every round of ammo, every test rig, every repair part? they all have to be moved from manufacturer to distributor to depot to client. Even the SLDF itself wasn't able to put fusion power to EVERY step of that chain.
Generally, if there's an open checkbook and we go solely based on min/max without worrying about logistics, (Much), your ICE vehicles should be VERY specialist units as a merc, if you even have them at all. units such as VTOL scout/gunships, for example, which have ridonkulously long ranges they can cover very quickly, or self propelled artillery (as in ARTILLERY,not LRM carriers) that can be emplaced in a firebase to cover a much longer front before needing to move.
in such an open checkbook scenario, fusion tanks predominate for the attack/defense role because that's a link in our chain you don't have to fill, and because they can be fitted with energy weapons at lower mass-cost up to the slack capacity of the fusion engine's cooling capability (Integral 10 heat sinks). Ths in turn suggests certain designs:
The Myrmidon
The Manticore.
these have fusion engines and an energy main gun, with a projectile based secondary battery for specialized work. (Infernoes and smoke, for example) their main gun does 10 points of heat, meaning you can basically fire them for free off the main powerplant and save that item limit and mass for things you actually need to use, like armor plating, or useful secondary armament, or specialist munitions stores. (this gives you area denial options or obfuscation options, or even on-call nearby indirect fire in the case of the Manticore.)
bad engineering choices include vehicles that couple the weaknesses (Logistical) of fuel based systems, with the problems of incorporating energy weapons on an ICE platform. (the bulldog has a wonderful paper rep, but doesn't deliver effectively, being that you're spending eight tons to hit targets 12 hexes away for less than you can deliver with a non-energy configuration and no other change to the platform.)
basically the ideal 'merc tank' should be fusion powered, with a single large energy weapon backed with ballistic or missile secondary systems that do NOT require parasitic mass invested in heat sinks.
for VTOL units, it gets dicier-the H-7 family includes a fusion variant or two, with perhaps the best ones being the original (3026 version), followed by the infantry variant of the H8 (which is fusion powered), the latter being armed with basic energy weapons below the 10 point heat cutoff, but giving the ability to move a 5 suit squad or equivalent infantry platoon at 10/15, making it a good platform for moving your crunchies.
most vtols of similar capability are "House exclusive" or ComGuard, with the exception of the much less capable Karnov, which only provides effective lift, without adequate support, making it really only effective in House or Government formations where resources can be lavished on escort birds and support for your support. (basically a Karnov is a slick, not a gunship. The gunship variants inevitably end up too slow to be much use except as targets and very-short-lived distractions. This in turn is a problem with the bulk of 30 ton VTOLs-to make them actually useful, you need to invest the price of a good front-line 'mech that is generlly more useful anyway.)
with Merc, your big problem is "Getting to the fight"-that's your main cost driver. Dropship capacity and the ability to bring your stuff along, because you don't have a massive supply infrastructure and you WILL be traveling from world to world.
thus, by necesssity, your specialist units will be relatively rare as a proportion of your force. (thus, why 'mech units predominate in the merc market.)