Let's start off big with something inspired by Terra Invicta.
Antimatter Transit Drives:
While no polity in the history of the Inner Sphere or the clans has ever moved to adopt this technology, it has, in theory, been within reach of all parties for centuries. Only the cost of adoption, and the shackles of specialized, expensive fuel, keep it from being investigated as more than a paper exercise. However, the use cases are obvious, as it is estimated that mature antimatter drives would be only 2/3rds the mass of the normal fusion powerplant. (.04 instead of .06 is used as a multiplier for the size of the drives.)
Antimatter fuel is also not easy to handle, so an additional 10% of the weight of the fuel (which is still mostly hydrogen, but the actual antimatter needs lots of protection and safe handling equipment) is added in pumps and tanks instead of the normal 2%. However, due to the higher energy density, antimatter fuel provides 2x the fuel points that normal bulk hydrogen does. On the other hand, any hit on an antimatter fuel system risks immediate, catastrophic, and total destruction of the unit in question.
Additionally, there's the costs. These are considerable-antimatter fuel-handling systems start at 50,000 C-bills per ton, and increase to 100,000 C-bills per ton for anything over a quarter-million tons. And the engine itself is over 25x as expensive as a base model, which will drive up costs, especially for large, high acceleration engines. Which leads into the paradox of antimatter-who needs to accelerate that hard? Nobody builds warships that hit five G, because no human body can take it for sustained periods. And you're now shackled to ANTIMATTER, which can't be easily refined and you also have to deal with handling it and...at this point, the white paper detailing the costs associated with adopting this technology is normally taken out back and shot twice before being buried in a shallow grave.
But if cost is genuinely no object, and you don't object to tying your ships to a dangerous, rare fuel source that can only be obtained in the smallest trickle with the largest orbital farms, then you could do it. If you were willing to shell out 1 trillion C-bills or Star League Dollars to actually research the fundamentals of the technology.
Phased-Array Lasers: Sometimes called 'Naval Pulse Lasers' or Phasers, these weapons were theoretically designed during the Star League, but were never actually realized, remaining in pre-prototype form for the entire Star League. The Clans might have been able to push them to maturity, but the Phased-Array Laser technology required an advanced AI to aim it's weapons, nobody in the warrior caste actually wanted to train that machine to do the shooting for them. All Phased-Array lasers have -2 to hit automatically, no bracketing required-or possible. These weapons are effectively 'pre-bracketed' and consist of dozens of laser emitters all firing in harmony to create a single pulse of laser light without any of the normal mirror-geometry that lasers normally require.
The smallest of the Phasers is the Light Phased Array Laser, which masses 375 tons and generates 75 heat per shot, with range brackets of 10/20/30/40 hexes, and damage potential of 2.5 capital damage. The Light Phased Array laser can also be used in anti-missile mode, or in anti-aircraft mode. This means that it can fire on craft of less than 500 tons at only +1 to hit in Anti-Aerospace mode, while in anti-missile mode, it counts as five laser AMS, but can only fire once per turn. Each unit costs 2 million C-bills.
The Medium Phased Array Laser, which masses 675 tons and generates 135 heat per shot, with range brackets of 14/28/42/56, and a damage potential of 4.5, is similar in many respects to the NL45, but is somewhat smaller yet more heat intensive. It has it's Anti-aircraft mode, but lacks the antimissile mode of the Light Phased Array Laser. It costs 4 million C-bills to install.
The Large Phased Array Laser is designed solely for anti-capital use, and dwarfs all other laser weapons. Massing an immense 1700 tons, and generating 260 heat per shot, it deals a staggering 8.5 capital damage at ranges of 15/30/45/60 hexes. This weapon is unique among capital lasers for lacking an AA fire mode, and is only designed to attack dropships and capital ships. At a whopping 10 million C-bills per, it is one of the most expensive capital weapons.