LRMs/LB-X/other cluster weapons - For every full 2 pts that you beat the target number by, you get a +1 on the Cluster table. (So if the to-hit was 7, and you rolled a 9 or a 10, you get a +1)
Agree on the armor being fixed points per ton.
Station-keeping is .01 G, not .1G.
Space Stations can transit from a Jump point to/from a planet (and around the inner system), but this process takes 10* as long as a conventional 1G transit. Due to the slower transit times, this can cause different travel times, as the .01G acceleration would be slow enough to have the destination body to move appreciable.
Conventional fighters get a max of 10% their mass in armor (so there is a reason for equipping them with better armor).
Infantry SRMs have less range than Battlearmor SRMs, which have less range than Protomech SRMs, which have less range than Battlemech SRMs.
Pulse lasers don't get a bonus to-hit, they just do extra damage.
Infantry platoons get a fixed number of shots for their anti-Mech weapons. An infantryman can be assigned to either anti-infantry fire, anti-armor Support weapon, or Field gun support. If assigned to regular anti-infantry, they can take any of the one-person infantry weapons. If assigned to Support weapon, they can only carry a pistol as their anti-infantry weapon, the rest of their combat gear is devoted to carrying the support weapon and its ammo (Support weapons can be single person, or multiple person). If an infantryman is assigned to Field Gun support, they can only carry a pistol, and the rest of their gear should be body armor, protective equipment, and maintenance items for a Field gun.
Infantry platoons use the Support weapon range for anti-armor only. Infantry platoons use anti-infantry weapon ranges for anti-infantry duty only (so no taking a very long range AI weapon, and applying that to a high damage Support weapon, or vice versa).
Infantry platoons in combat should be highly abstracted. Just mark down how many anti-armor shots they have, and after those shots are expended they can only use their antiinfantry damage.
In Aerotech combat, there would be three categories: Boss, mains, and minions. If there is a Warship on the field, it is the Boss (for whichever side), the Dropships are the main combatants, and the ASF would be the minions. In any Aerotech game, minions would be given a fixed rating at the start of the game, and no change to those stats would be done (except for damage and usage of anti-Capital shots). If the largest unit is a Dropship, the Dropship is the Boss level, the ASF are the mains, and missiles would be considered minions. (In other words, if the main combatant is the ~20kton Dropships vs a 300 kton Warship, the 80-ton ASF aren't that big of a deal)
Flamers ignore terrain modifiers.
Battle cannons, where the lightest is a BC/2 with a range of up to 9 hexes, while the BC/20 is a 30-hex range weapon only mounted on the heaviest of mechs.
LRMs are reconfigurable (1 control system, and up to 4 launchers, each with up to 5 missiles). A critical hit takes out the launcher, but the other critical slots are unharmed (unless they take critical hits too). So an LRM-15 is 2 critical slots, the first being the control system and a 5-shot missile launcher, and the second being a pair of 5-shot launchers. If the second critical slot gets hit the whole system goes down, but the control system and the first 5-launcher are still intact and can be reset between battles (aka turned into an LRM-5). (This rule would only be used between battles and during construction, not during a tactical battle)
Gauss would do more heat per shot, reflecting the higher power demand. Similarly the ammo would be described as a metal dart rather than a sphere.
(Various ideas for Aerospace construction rules)