For a mech made to be cheap it's sure ammo hungry on all it's lay outs. Like all the games it has "free" CASE. It's a pretty common house rule to keep easy deaths out in 3025 play.
1A- (standard layout)
It's too fat and slow to really dedicate to inf hunting so 3MGs is absurd. It's got enough ammo (too much for MG rather run 1ton and a spare SL you have room for it)
1B Little longer range but still a trooper attempt
I much rather wait for them to get a bit closer and hit with an ac10 vs the range a 5 gives you, 3 tons of ammo is pretty great esp with alt ammo but 5's don't really do well with what you'd need from a sniper like AP. Granted this could slaughter Vees. You lose two sinks and add a touch more missile punch, but could be better with 2 tons of ammo, you have room for infernos so no need for all those MGs
1C
Some baffling attempt at a missile boat, running 2 SRM6s and focused around an LRM 10 You get an AC5 as well. The long range weapons get a single ton of ammo, you'd be better off with more ammo on the LRM esp and a swap to 5s. You are down to 2 MGs and no energy, down to standard 10 sinks and a boost in armor since you'd need to charge in to really do much of anything. It's like a crummier faster way to brawl with a catapult.
2A (because poor people get XL engines)
Twin AC2s make it feel like a black jack and not in the quirky fun that is a BJ you drop the MGs and keep the head laser using free tons to push it up to a med, then throwing two in the CT for some decent punch if armless. You get 3 freaking tons of SRM ammo for a single 4, that's 1 (or really 2 in this case) tons too many and 3 for the twin ACs. To give it some Drac flavor it's got only 14 SHSs
3A
Oh boy an energy boat finally and semi non retarded Get 18 DHS to play with so let's get cooking with gas twin PPCs in the arms and a brace of 4 MLs in the side torsos, as a nod to Banshees and Hauptmen everywhere you keep that head mounted SL. For TT play it's way over sunk, but it's pretty clear this and the others were really speced for the games.
Lastly: the Hero/Unique REAVER
Because we needed at least one munchkin mech This one has most of the clan era goodies, DHS ES and XL engine. Ultra AC5 in each arm is a fun nasty way to get 20 points out at some range, if the dice love you can force PSRs pretty far out, as the enemy closes twin LLs really tempting them to retreat a bit and while your GS stays the same, if they close that gap you get 2 MLs and a SSRM 2 to exploit all those nice holes you've put in them. You shed some armor for this but it's a Solaris mech, the best defense is a good offense.
My take, it's clearly not transferring well over to the table. the Reaver would be a hoot and you could run throw all your Meds one LL and keep heat even Might as well risk it on your SSRM since there will be a hole in most anything after that blast. +2 heat ain't no thang.