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Bigger issue is the maps. The wrong maps allow faster, more mobile mechs to just hide behind L2+ hills or thick forests/jungles until heavier, slower mechs have beaten each other to a pulp, then come out of hiding to clean up the struggling survivors for the victory. Typical Vapor Eagle strategy. For this reason, I prefer really flat, open terrain, like the old riverine maps, for Grand Melees. Faster/jumpy mechs still get rewarded for more easily traversing the shallow water hexes and can even dance outside weapons ranges for a bit on a 2x2 layout. But they can’t be unClanlike and hide for turn after turn after turn on that kind of map.
Otherwise, higher G/P can balance lower BV. I think the lowest BV Clan omni is the Ion Sparrow A at 501 and the highest is the Turkina Z at 3935. (There’s a lone Ryoken III-XP configuration above 4500, but I’m mostly ignoring it.) You can really graduate that spread by thirds this:
4000+ G6/P6
3667-3999 G5/P6
3333-3666 G5/P5
3000-3332 G4/P5
2667-2999 G4/P4
2333-2666 G3/P4
2000-2332 G3/P3
1667-1999 G2/P3
1333-1666 G2/P2
1000-1332 G1/P2
667-999 G1/P1
333-666 G0/P1
0-332 G0/P0
Munchkin players can have their Dire Wolf Widowmaker or Turkina Z, but their gunnery will be worse than the average Spheroid mechwarrior, and two steps worse than the average Clanner. And they’ll fail and fall on nearly half of their unadjusted piloting skill rolls.
Around the average Clanner at G3/P4 is where a lot of Clan BV totals fall, including decent ones like the Mad Dog Prime (2351), Guillotine IIC (2337), Stormcrow TC (2373), Orion IIC (2392), Carrion Crow Prime (2397), Sun Bear A (2418), Kingfisher E (2443), Arcas (2484), Black Lanner C (2523), Skinwalker D (2545), War Crow C (2572), Kingfisher C (2644), etc.
And crazy charging Locust-type players can have a zero gunner, but they’re not going to last long or kill much in their Howler 6 or Ion Sparrow B.