@ SpikedHelmet
I played a lot of the tabletop Battletech, so I can fill you in on details.
In general, designing a mech was more of a numbers game than a modules-based one, but for a videogame you'd obviously want to go modules-based.
The boardgame was all about weight, even for Clan Omnimechs - an omnimech could basically carry any loadout you chose, with the condition that you stuck with the base weight and engine (speed). Weight was always the limiting factor in battletech - a mech had a set tonnage and you used all of it. Each body-part had a set number of slots, but that rarely was the limiting factor except that it forced you to spread your weapons around various body-parts.
The body-parts were limited as follows:
Center-torso, legs, and head were the best place to locate things you wanted safe, but too tiny to sport real hardware... mainly because critical damage to those locations would end your day anyways. Arms had wide firing-arcs, but were also prone to being blown off. Left and right torso slots were the reverse - smaller arc, but less prone to destruction.
That record sheet shows a pretty standard medium mech. Some laser weapons and an SRM4 stuffed in the torsos, and heat-sinks stashed in the head and legs. Arms aren't used for anything - the servos for manipulation (hands) don't cost weight. As you can see, on a small mech there is no shortage of slots.
Remember that in the original rules, damage is applied to a random body-part. Critical internal parts are only damaged per-impact that breaks through the outer armor. So if you want to smash through armor, you want a single massive hit. If you have blasted off some armor plating and want to shred internals, you use a weapon that hits with many small impacts.
A quick once-over of the weapons
1) Laser weapons are the best damage-to-weight ratio and have unlimited ammo, but generate heat. Large weapons are longer ranged but less weight-efficient. A mech can, by default, dissipate 10 heat per-turn. Anything above that is overheat, and you incur the penalties listed in the top-right panel of the page.
2) Autocannons are the reverse - they're bulky and require ammo, but they don't generate much heat. They're generally longer-ranged than lasers, but the larger autocannons are shorter ranged. The important autocannon is the AC-20, which deals a 20 damage in a single impact - twice as much as the largest energy-weapon.
3) Missiles come in 2 flavours - LRMs and SRMs. LRMs are about a cheap way to fire at long range - they hit in clusters of 5 missiles (1 damage each, so 5 damage). SRMs are for smashing up an un-armored foe - each SRM deals 2 damage and the impact is handled individually, and they cost about the same per-missile as an LRM. Obviously if you want to spend the rest of the game rolling dice to see where you hit a guy, you load up on SRMs.
LRMs and PPCs (the largest energy weapon) also suffer from aiming penalty at point-blank range.
Obviously as the game developed they added new weapons (like offmap artillery cannons, variations on the basic weapons, more powerful clan versions) but that list is the basics.
With the classic battletech mech design in mind, I'd go with a hybrid slots/weight system for a videogame - only 2 slot types - weapons and equipment... yeah, it might be tricky to model, but missile-vs-beam slots was a distinction the source never had, and would just complicate things when configuring a mech - that needs to be something quick. Just "gun here, here, and here" is better. Equipment slots are for heat-sinks, extra armor, extra ammo, jump jets, etc, and don't appear as visible parts of the mech.
I'd say a standard mech has 4 weapon slots - 2 shoulder, 2 arms, and a bunch of equipment slots. A mech has a total weigh limit for loadout, and each slot also has a weight limit - this gives you some control to prevent the player from making lopsided mechs.
Now, a big feature in Battletech was the use of medium lasers - a 1-ton weapon that dealt a lot of damage... often you'd put 2 or 3 in the same spot (look at the sample - 1 large laser and 1 medium in each side-torso). I'd make pods include clusters of weapons, like a 4-medium-laser-pod.
When designing the mech, the speed was controlled by the engine - engine rating / weight = walking speed (running speed was 1.5* walking round-up). Weight-cost went up exponentially with larger rated engines, such that a fast large-mech would lose much more of it's weight, as a percentage, to it's engine than a small one.
See the list below:
rating tonnage
10 0.5
15 0.5
20 0.5
25 0.5
30 1
35 1
40 1
45 1
50 1.5
55 1.5
60 1.5
65 2
70 2
75 2
80 2.5
85 2.5
90 3
95 3
100 3
105 3.5
110 3.5
115 4
120 4
125 4
130 4.5
135 4.5
140 5
145 5
150 5.5
155 5.5
160 6
165 6
170 6
175 7
180 7
185 7.5
190 7.5
195 8
200 8.5
205 8.5
210 9
215 9.5
220 10
225 10
230 10.5
235 11
240 11.5
245 12
250 12.5
255 13
260 13.5
265 14
270 14.5
275 15.5
280 16
285 16.5
290 17.5
295 18
300 19
305 19.5
310 20.5
315 21.5
320 22.5
325 23.5
330 24.5
335 25.5
340 27
345 28.5
350 29.5
355 31.5
360 33
365 34.5
370 36.5
375 38.5
380 41
385 43.5
390 46
395 49
400 52.5
405** 56.5
410** 61
415** 66.5
420** 72.5
425** 79.5
430** 87.5
435** 97
440** 107.5
445** 119.5
450** 133.5
455** 150
460** 168.5
465** 190
470** 214.5
475** 243
480** 275.5
485** 313
490** 356
495** 405.5
500** 462.5
At 100 tonnes (the upper limit) a walking speed of 4 hexes (and rotating a single hex-side costs a movement point) would cost much more - over half the weight of a mech, while a 20-tonne mech gets twice that speed while only using a quarter of its weight-limit. So the 100-tonne mech with a realistic engine (3 walking, 5 running) takes a whole turn to turn around unless the guy wants to run (running incurs an accuracy penalty when firing), meanwhile the 20-tonner can comfortably buy a top speed of twice that at only a quarter of its weight.
In later games, they added engine-options to further increase variety.
Jump jets move you 1 space per jet (rotation is free), and cost proprotional to your total weight (0.5t for small, 1 for medium, 2 for large iirc). Limit is your walking speed.
Now, that's the mechs. THere's also other units - mechs were the most versatile, but also expensive. The first and simplest expansion was the addition of quadrupeds, tanks, hovercraft, helis, and wheeled vehicles. Quadrupeds couldn't torso-twist (no turrets) but they could hull-down (porc mode) and move with a leg blown off.... kinda dull.
The remaining vehicles were allowed to be equipped with combustion engines. If you were balancing teams by tonnage, this didn't matter - CE cost double weight, and meant no energy weapons and no free heatsinks (you had to buy every heat-sink). But if you balanced units by price, the combustion engines were a huge cost-savings, so you could field a whole star of tanks for the cost of a similarly-armed mech. Also, obviously, they sucked at climbing hills or rough terrain.
I'd include combustion-based tanks, but as defenses - better firepower-per-cost, but they require constant fuel to move, no crushstrength, and terrible badslope... So you keep them near your dropship/resupply since all their gear costs supply to use.
Also, helis - 30 tonne limit. Fast as hell, and flying... but fragile as hell - the rotor was easy to hit and didn't have much armor, so you'd knock them down with scattergun-type weapons such as SRMs.
Hovers were the middleground - fast like a heli, but with a tank's movement limits, and a 50 tonne limit... and a fragile air-skirt that was easy to destroy and immobilize the hover.
Finally, there were boats - 300 tonne limit. Otherwise, same as tanks. Hydrofoils and subs had a 100 ton limit, iirc - hydros were fast, and subs were, well, subs. I don't remember much about those.
Realistically, vehicles were totally overpowered, so FASA gave them a weakness vs. incendiary weapons. Kind of a cop-out.
For a tactical RTS, I'd just come up with a few standard blank slates - just slots, weight, and speed are fixed - everything else can be bought (armor is assumed to be evenly distributed). Include 2 tank chassis, 1 hover chassis and 1 heli chassis, and a static-turret chassis that can be mounted on a dropship (can't fire until the dropship lands, leaving the ship vulnerable until landing) and a set of mechs - 1 small, 1 medium, 1 large, 1 assault. All vehicles would be combustion-based, making them cheap but require constant resupply from drop-ships... and refuelling is a lengthy process. So you can have a wing of choppers or hovercraft for raiding, but they have to return for resupply often.