Stinger/Wasp: No matter what typical rule you use to balance, these things rank crazy low and are easy to take. Don't give a crap about their gunnery; throw a pilot with decent piloting skills into these and they're a cheap nuisance. Keep them out of the thick of things and sneak them around to annoy things that need to be annoyed.
Charger: It's less than 1k BV, well armored, and kicks for 16. Physical attacks go a very long way in Introtech, as does armor, lack of explosives, and 5/8 speed. It's funny how much the fluff rags on this thing given how insanely effective it can be against things same speed or slower than it. The ultimate zombie kicker. I have much less defense for the -1L, though it's still affordable.
Assassin: The loadout is pure crap, but on the other hand, it keeps the BV low. A 7 jump that kicks for 8 in Introtech is pretty useful.
Blackjack: The plink makes you want to close. The 4 medium lasers at below 1k BV makes it painful. Also great at keeping aeros at bay. One of the actual decent implementations of the AC2. A lance of these things is extremely irritating to deal with.
Rifleman: It explodes easy and it runs hot, but it brings a pretty decent amount of firepower for an affordable BV. It can deliver good results if you keep things from shooting at it too much.
Hellbringer/Loki: If you can keep things from shooting at it, it can do quite well. And it can do nasty things to the IS. It's a stinker in Zell, though.