OK, I will stick to the Mech contents of the TRO - liking most of the designs so far, there are some things I'm just not seeing, perhaps someone will enlighten me.
Discussion on how to use the stuff, woohoo! Much more interesting to me.
1. Prey Seeker; fast, shiny, cheap BV and lots of new toys but fragile. Great in fluff as a raider, but how can I use it on the table top, I know we need the rules for the Engineered lasers but as it stands can't see me using it.
With 12/18 speed, you save this guy for your last movement, making a fast pass in, striking at a wounded enemy or someone's rear arc. Next turn if you can still get a good defensive modifier, do it again, and again, until you need to run for cover.
2. Gunsmith - Alien look alike, fragile engine but wow catch me if you can!
Paul and a few others commented on this guy earlier, but you do the same as the Prey Seeker, but you fire everything until you get to about +12 heat, then run away to cool off before repeating.
3. Hollander - use the same as previous Hollanders
Obvious, although the design choices generally make it more survivable.
4. Scarecrow - anti infantry, BA and vehicle - nasty, but limited use against Mechs.
You're right on the AI, BA, and vees, but it can work against mechs too. It's got 3x Clan ERMLs, plus the MG arrays and the ER Flamers. The variant gives you more options for anti-mech work, but it's not as bad as some people think.
5. Antallion - What ? looks strange and no clue as to it's best use - Mech mortar 4 ? ( need to re-read rules)
I'm not totally sure, but based on the fluff, I'm guessing something with the remote sensors will help it drop arty without return fire.
6. Centurion Omni- great trooper and other variants- UGLY AS SIN definite two bagger! please let the mini look better
As for the looks, that's pretty similar to the DA mini, so you might be stuck. The variants are pretty nice, I just wish more of them took advantage of the space freed up by the compact gyro.
7. Vulpes - Nice! great Cavalry Mech pure Fed Suns !
Use the stealth armor to not get hit as you close to medium range, then drop it to use the rest of your weapons.
8. Black Knight - good variants - but shields? too defensive?
The shields are an effort to match the stats to the mini/artwork as much as possible. Don't forget, any movement penalties have already been subtracted from the speed listed on the record sheet. The big thing is the shield lets you hide behind it some (more details in the Atlas section below) while shooting back.
9. Templar III - Oh yes- decent speed and firepower, good solid assault omni.
Most variants are pretty obvious, but use it like an oversized heavy, it's got the speed to keep up, and increased survivability. The B variant is a bit different. The Chain Whip (TacOps) gives you a chance to either trip, or grapple an enemy mech/Proto. The grapple will keep both units locked in their hexes and makes it easier to target in the weapons phase.
10. Atlas III - D3 as a commanders Mech makes sense, the D2 is just plain mean.
Like the fluff says, this is a commander's mech, both variants. Shields work in one of 3 modes, active, passive, or inactive. Inactive mode only protects the arm the shield is in. You can still fire weapons in that arm, but at a penalty. Passive protects the arm, and the leg and front side torso on that side. Again you can fire weapons in an area covered by the shield, but at a bigger penalty. Last is the active mode, which covers the arm, leg, side torso (front and rear), head, and CT. None of the weapons in a protected area can fire, but it covers the most area. The way both variants are designed, all of the long range weapons are on one side of the mech, and the short on the other. For the D3 I would run around with one shield in active mode, fighting at long range. If someone starts to get close, switch shields and open up with the short range stuff. And if they get really close, pull back both shields and give them everything.