1) It is easy to give medium lasers 0 heat, the range of a PPC, and whatever damage you want. Those can easily be tweaked to make the test easier.@Jade_Rook , i thought about what you have said, and a few things come to my mind.
1) a mech has 49 slots, so it can prob cram 49 medium lasers and fire all of them to the enemy before overheating and shutting down. (but if the medium laser can be mod to give zero heat, then the mech will not overheat)
2) its prob a good idea to make a medium laser do 1 damage.
3) its good idea to make enemy mech armor to a armor value that is easy to see, something like armor = 1000
4) i don't know if there is any difference between called shot and precision shot, but to test precision shot, it requires morale, and yes, if fury can be modded to do precision strike every round, it would be a great idea.
5) Called shot is a bit different from precision strike and it requires the enemy to be knocked down or shut down due to overheating. Prob a good way to knock down enemy mech is to use LRM boats but mod the LRM armor damage to be zero and mod the LRM stab damage to be as high as possible. (i am not sure if there is such a thing as zero damage weapon can be possible lolol)
As for how many weapons you can mod on a mech... I haven't tested it in the full release, but in the beta there seemed to be a limit around 15 to 20 weapons. After that point something breaks. I actually made a canon Archer packed with rocket launchers (the ARC-6W). It has 14 weapons and is a completely valid build by TT rules, but when I dropped it in the game, it was unable to move or fire. I had to switch some of the weapons around so that it had fewer total weapons before it would work. I don't know what went wrong and I don't know if this limit still exists. It would still be worth trying a 40 medium laser build for this test (I like even numbers).
2) I would actually recommend 4 damage if you are counting armor (which is what I did). In some of my tests it seemed like the game randomly rounded damage up or down when the target was Braced or had Cover. Some of my original 1 damage shots seemed to be hitting a braced mech, but actually doing 0 damage. If you are using the log, it shouldn't matter because those would still be considered hits (I think).
3) Agreed. It is pretty easy to mod this too.
4) This is also something which should be considered because it is possible called shots and precision shots are working differently. I don't think they are. I think that Precision Shot just goes to the called shot rules, just like firing on a prone or shut down mech. I think it will be easier to mod Precision Shot to allow it to be used every turn than it will be to always knock down the target to get shots. Ideally, both can get tested at some time. (It would also be possible to create a mech which constantly overheats itself and shuts down every other turn)
5) Either LRMs or SRMs. I used SRMs with 0 damage and 50 stability damage per shot in some of my other testing. It is really easy to mod in.