9 heat for TSM is like 7 hexes for LRMs. It might be the most efficient point but it has never been the only point, and ignoring the rest is wasting a valuable resource.
It IS, however, the baseline you have to meet before it becomes more than expensive crit-filler.
[snip]
As to the poster's question? Yeah, TSM requires some math (usually a scratch sheet or something in excel you can build to do that) Before you start play. It might seem much work now, but being able to dance on that 9 heat and be able to punch or kick for TWICE your normal damage, often removing the ENTIRE limbs off light and ligher mediums, from the conversation, can not be unsold.
One of the things I
like about TSM *(and have since BMR days) is that it's something that lets you (to an extent) control the downsides of the equipment. MASC failure is pure randomness, same for superchargers or firing in ultra mode.
Those (the dice-roll failures) can happen regardless of what your opponent does, or you do. They 'just happen'.
TSM, on the other hand, has a predictable failure mode that might be CAUSED by enemy action, or Player Mismanagement, but it doesn't happen randomly-your opponent has to be clever or get lucky or you have to screw up.
Another thought though: typical play has the units converging, and damage accumulating. You might not have to manage your heat sinks so much as you might use the TSM to turn something like an engine hit into an asset in order to keep fighting after a nasty TAC.