Javelin. basically the same approach.
Ultralyte Javelin
Mass: 30 tons
Chassis: Industrial Industrial Biped
Power Plant: 150 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Standard
Jump Capacity: 150 meters
Armor: Commercial
Armament:
2 SRM 6
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3010
Tech Rating/Availability: D/X-E-F-E
Cost: 1,838,573 C-bills
Type: Ultralyte
Technology Base: Inner Sphere (Standard)
Tonnage: 30
Battle Value: 413
Equipment Mass
Internal Structure Industrial 6
Engine 150 Fusion 5.5
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sink 10 0
Gyro 2
Cockpit 3
Armor Factor (Commercial) 60 2.5
Internal Armor
Structure Value
Head 3 6
Center Torso 10 8
Center Torso (rear) 2
R/L Torso 7 6
R/L Torso (rear) 2
R/L Arm 5 6
R/L Leg 7 8
Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Weapons
and Ammo Location Critical Heat Tonnage
2 Jump Jet LL 2 - 1.0
Jump Jet CT 1 - 0.5
2 Heat Sink RT 2 - 2.0
SRM 6 RT 2 4 3.0
SRM 6 Ammo (15) RT 1 - 1.0
2 Heat Sink LT 2 - 2.0
SRM 6 LT 2 4 3.0
SRM 6 Ammo (15) LT 1 - 1.0
2 Jump Jet RL 2 - 1.0
Ejection Seat HD 1 - 0.5
Panther: when not using downpowered guns, this one would probably be terrifying to see in an arena, since that PPC can basically strip all the armor off a location in one hit.
Ultralyte Panther
Mass: 35 tons
Chassis: Industrial Industrial Biped
Power Plant: 140 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Standard
Jump Capacity: 120 meters
Armor: Commercial
Armament:
1 PPC
1 SRM 4
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3010
Tech Rating/Availability: D/X-E-F-E
Cost: 1,852,520 C-bills
Type: Ultralyte
Technology Base: Inner Sphere (Standard)
Tonnage: 35
Battle Value: 496
Equipment Mass
Internal Structure Industrial 7
Engine 140 Fusion 5
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sink 12 2
Gyro 2
Cockpit 3
Armor Factor (Commercial) 84 3.5
Internal Armor
Structure Value
Head 3 9
Center Torso 11 12
Center Torso (rear) 3
R/L Torso 8 10
R/L Torso (rear) 2
R/L Arm 6 8
R/L Leg 8 10
Right Arm Actuators: Shoulder, Upper Arm, Lower Arm
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Weapons
and Ammo Location Critical Heat Tonnage
2 Jump Jet LL 2 - 1.0
SRM 4 CT 1 3 2.0
3 Heat Sink RT 3 - 3.0
4 Heat Sink LT 4 - 4.0
SRM 4 Ammo (25) LT 1 - 1.0
2 Jump Jet RL 2 - 1.0
Ejection Seat HD 1 - 0.5
PPC RA 3 10 7.0
i figure that in the arenas, you could represent down powered weapons by having them do 1/2 damage.. so that PPC would do 5 damage, a medium laser 3 damage, and each SRM that hits one damage. this would make the BAR 5 of the commercial armor not a factor, and with the fairly low per-location armor point counts on light mechs wouldn't really hinder combat much. if anything it would extend the battles somewhat, allowing for more drama for the viewing audience. would also make melee attacks much more effective at taking down an enemy mech in the arena duels. which given those are flashy, would play well with audiences.