OK, since I can't see it upthread, I'm going to try and cover the Ian and Ross variants. Like all of the mechs in the two Sword and Dragon Mech packs, the two variants are the same mech 15-20 years apart. In the case of the Black Knight, it gets taken from the standard flashbulb to an even hotter-running flashbulb with TSM and a hatchet, then an efficient-running version of the same thing.
The Black Knight Ian, the mech that Foxes Teeth Independent raiding company commander Ian McKinnon pilots between losing his Marauder and retirement in 3051, starts by losing five heat sinks in favor of a hatchet, exchanging the three sinks not in the engine to prototype doubles, installing TSM, and increasing the armor a bit by losing the small laser and upgrading to prototype ferro-fiber. As evidenced by the word 'prototype,' it's an experimental level mech.
How to use it? Get in range, light off enough firepower to get your heat to 9, (2 L laser + 3 M laser, + run will get you to the sweet spot, 2 L laser + run or 1 L Laser + 3 M laser + walk will keep you there, among other patterns.) Then rush in close and deliver a 30-point hit (Yes, 30) with the hatchet. Usually a hatchet is more bark than bite, but not here. Ian has G2, P3, so it can hit with the beatstick fairly reliably, and his +2 to initiative means that he can position himself to use it as often as not.
Drawbacks, the mech has far more firepower than it can use without turning into an oven. As a close-combat mech, it really wants to move last. As with most mechs that use TSM, it's very vulnerable to external heat messing with it. The armour on the legs are a bit thin for a close-combat mech.
In universe, this is probably what the clanbuster black knight was trying to imitate. I don't think they do close combat as well, even if they have an obvious edge at range with their DHS.
I'll cover the Ross, what Ian's son turns it into, later; hopefully tonight.