Game rules are game rules, made to add fun™ to the game. Whether or not those rules are 100% indicative of an in-universe reality ultimately isn't provable one way or another beyond our general feelings and suppositions.
But as pretty much everyone in this thread is of the consensus no military would ever equip their units with a gun that explodes, on average, once out of every 36 shots, the simplest solution would be that the in-universe rates of failure must be lot lower.
Alternatively, I propose that if the TROs don't bring it up, the failure rates in-universe for most of those technologies are probably *also* lower than the odds represented by the dice.
actually, the failure rates for MOST of those technologies can be managed, unlike HVAC's failure rate. (tried to explain this before, will now attempt to once again...)
Ultra Autocannon: when firing double-rate, has a 3% failure rate. this is true. However, you're probably not going full-rock-and-roll every time you fire it. this makes a fairly significant difference in performance, as not all situations where you need to fire that UAC require firing it at full honk, instead it's both a fairly narrow range of circumstances, AND, the repair is by comparison with the Explodey-cannon fairly trivial.
You use a jack to cycle the action and you change a circuit board-done.
MASC: you're not running at top speed EVERYWHERE. Sometimes you walk. Sometimes you jump, sometimes you run, but not at your maximum rate. the failure ONLY happens if you run flat-out-maximum-boosted as fast as you can. Likewise with Superchargers. this means in a NARROW set of circumstances you're running a 3% risk of failure, when operating normally, you aren't running any risks, it's only when you're pushing the design to its absolute limit.
see the pattern yet?
Rotary Autocannon: can jam, can also be un-jammed in the field without specialty tools, but you're not likely to be firing maximum rate every time you pull the trigger because sometimes you need to have more shots available for more targets, sometimes only one or two rounds is needed, and sometimes you're under orders. The ability to mitigate failure in the field means you can fire it more often, and it would still work with WORSE odds, because you can mitigate.
An Ultra jamming doesn't equate to automatic death for the vehicle and/or crew. you can run away, you can park, you can lean on your secondary weapons, you can retreat. you have options.
An HVAC exploding and you're in the market not only for a new gun, but also a new tank to put it on, an probably a new crew for the tank. (Location destroyed destroys vehicle. duh.) and you can't mitigate your odds with it-you can't elect to fire 'normally', there is only the enhanced boom, no un-enhanced mode. This makes it MANY TIMES more likely to fail, with catastrophic results when it does.
On a 'mech, you're only losing a limb or a torso-but you're also having to repair/replace everything else IN that limb or torso, and again, you can't elect NOT to use the enhancement. With the longer range, you'er also more likely to take those shots, so there's another factor increasing your risk
every time you pull the trigger.
There is a cumulative effect here; This is a weapon that can only exist in a fictional army written to be not only unconcerned with death/maiming, but also unconcerned with winning. They don't care if they die, they don't care if they win, they don't care if they need supplies, they don't care if they inflict harm on the enemy.
this is an army built to lose, with the intention of losing, and losing spectacularly.