The real trick there is that modern USMC squads are 13. Not exactly easy to model as a platoon.
Personally, I think the introduction of the Individual Automatic Rifle (IAR) simplifies this a little, but not much. Basically, a Fire Team (Squad for design purposes) reduces to three Riflemen with IARs (bog standard Auto-Rifles), and one with an underbarrel grenade launcher. Using my AR+ and AR++ for these (see links in my sig block), each fire team would do up to 3 points of damage (2.5 rounds up to 3) at 1/2/3 range. At the "Platoon" (real life Squad) level, that adds up to ~7.5 + 1 (assuming the Squad Leader ALSO has a grenade launcher), or 9 points of damage at 1/2/3 range, with no movement penalty. Because these squads are larger than 10, it's not possible to aggregate them to the Platoon level directly (a USMC Platoon has 3 Squads, AND a leadership element).
The US Army, on the other hand, only has two fire teams per squad, plus a squad leader. With IARs in the mix, this means 7 AR+s and 2 AR++s. That would translate to ~3.5 + 2 = 6 points of damage per squad. Throwing in one more IAR for the Platoon Commander to round out the platoon to 28 yields 17 points of damage at 1/2/3 range (18 if they have an under-barrel grenade launcher instead, or a second Platoon-level position with another AR+).
For comparison, a typical BT Squad would have two Fire Teams of 3, and a Squad Leader for 7 total. The logical way to break those down is to give each Fire Team one under-barrel grenade launcher (AR++), and the Squad Leader an AR+. This would result in 5 points of damage at 1/2/3 range with no movement penalty (because AR++s aren't Support Weapons). Since they're only 7 troopers, you can roll up 4 squads into a platoon. Due to rounding, the damage for a platoon would only be 22, unless you add one or two additonal Platoon level positions. These could add 1 or 2 points of damage, for a maximum of 24 points of damage for an "Auto-Rifle" Platoon.
If you were really looking to maximize damage and minimize movement penalties, you'd look at IS Heavy Auto-Grenade Launchers. They do 1.76 damage at TW scale, and if you limit them to 1 per squad, don't affect mobility while maintaining 5 points of damage. That gets you to 20 points of damage per Platoon with no movement or range (since both AGLs an ARs have the same) penalties.
Now, if range is a priority for you, I recommend the Sinper Rifle thread linked through my sig block... ^-^