at the end of the day though, if this is the case, I want to see what a version of battletech that IS a "simulation" of the "Battletech World" rather than just a game would be like. Since I'll probably never get that, my only option is to treat the game stats as authoritative.
That's right. So, how far do you take it? Since these threads are all about opinion, you get all kinds of permutations and opinions.
For example - do you include all the advanced rules? How about prior rule-sets? Do they act as an alternate form of technology for you if you, say, use the BMR rules to resolve partial cover and damage against vehicles for an old Star League Mech, compared to the less accurate approach of Total Warfare?
I've actually played around with that.
I know some people don't care for the current Aero rules at all, not wanting to cite them for potential max-ranges and weapons performance. But, as long as we have them, it's there as proof of power and projectile speed. And, then you go back to AT1, with ranges in whole planets per hex. If you include that, even if as LosTech, how do you compare it to the less advanced equipment? (I'm thinking that for those speeds and velocities in AT1, Aerospace craft have some sort of rudimentary anti-gravity built in to keep the crews/pilots from turning into paste, and would explain why pilot and crew damage is so important to skill values, which were arbitrarily high in that game.)
So, going back to Solaris 7, I have a mixed view on its inclusion in at least one of my BT world-views. Part of it really depends on the way the heat system works and whether the AC is clip- or belt- fed. If clip-fed, it's hard to justify the high rates of fire possible by simply disengaging the safeties.
edit: However, looking at how the Rotary 2 and 5 work their damage, a tricked out AC that could rapid-reload a clip might have been the inspiration behind what they call a rotary autocannon. I personally think of it less as a giant Gatling, and more of a clockwork autocannon where there's a pause between clip loadings.
/edit
Secondly, the Solaris 7 heat dissipation system seems to suggest that heatsinks function almost continually. The problem with this is that TSM becomes highly impractical, because the window during which it is effective becomes very narrow. This doesn't fit with the standard rules where it's effective for an entire 10 seconds before the cooling system fires again. This had suggested to me that heat dissipation happens more like how my old 90's Tauruses worked when at idle and sitting. The radiator fan would kick in for a little bit when the thermostat opened up to let coolant flow, and I'd watch the temp gauge drop significantly in the second or two that the system ran before turning off.
I kinda think that the majority of BattleMech heatsinks actually have a compressor component, much like a fridge, that has to force the coolant to cool down by packing it together, before it can release the freshly cooled fluid back through the system to capture the heat given off by the components and whatever other materials the line runs close to. In a lot of ways, coolant probably pumps through the system about the same way blood pumps through a living animal or person.
Those are the only real problems I have with the Solaris 7 rules. Their inclusion under the interpretations above would mean extensive engineering had been done to get the results you see in some, or many, cases. Which is why the rules are for Solaris 7, and not stock BT play, because a Machine capable of that performance has been tricked out to do it.