While there is special ordinance that will help out, clearing mines with artillery, one advanced rule for another, is probably the most effective just cause of how OP artillery is as an anti-everything tool. Artillery place minefields countered by other artillery seems par for the course for the only tool to deal with artillery being artillery lol.
In lore, I think the RL20 and MRM20 as dedicated mine removal rocket systems makes a ton of sense based on using cheap ammo in a small package thats still useful in a fight, and would have allowed those classes of weapons to really shine/have a purpose. But then they made mine clearance ammo, and that advanced ammo just ruins any point to bringing 20 racks for mine duty, by letting swaths of small launchers clear mines by the half dozen.
In games, heavy or assault things moving first to find the mines is the strat I use. There is anti-jump mines so jumping over isnt always gonna work. Mines are best used in my games to cover the rear and screen lights. Using BSP mines I have got the leg damage to stop a 30 ton light from getting my backfield objective quickly via the direct route, and I have used them offensively to mine the hex where my rear would be in a midfield woods firepoint on the map, so the light/medium backstabber runs into mines when going for the rear shot, which can cause a PSR and make them fall out of arc, saving my big shooty mech from the backstab.