Don't think I've ever seen a gauss rifle explode, myself, but that's a bit afield from the topic of the thread, no?
TBH I've had trouble coming up with a lance composition that's more effective than this one:
Triple Royal Marauders configured out with UAC/5++s, jumpjets, and ERML++s. Command vehicle carries comms, the other two rangefinders. Mech #4 is a Royal Griffin carrying quad Inferno++s, two TTS+++s, jumpjets, a TAG++, Snub PPC++ (dmg), and an ERSL++.
With +1 shipboard morale, you generate 40 points of resolve a turn. This is a critical breakpoint. The Griffin can reliably one-shot shut down 'mechs from 0 heat, which gets you a called shot. If that called shot is a kill, which it should be with the Marauders, you get +10 resolve, putting you at 50. You can then use that resolve with a precision shot, killing a second 'mech. That costs you 30, but gains you 10 back, putting you at 30. You can then precision shot
again, for the third called shot in a round, for potentially your third *kill* of that round.
Quite frankly it feels like cheating: Enemy lances just
evaporate. The Griffin is a key piece and punches way above its weight in setting up the other 'mechs, and can contribute in its own right via the Snub PPC or melee. The TAG's also useful in negating one level of damage reduction for everybody else.
I favour the pilot skills as above, because fighting in the medium round when you can remove that much firepower from the board in one go is amazing, and while you don't take a
lot of return fire, bulwark on everybody allows you to skimp on armour without risking the enormous pile of LosTech in the 'mechs. The Griffin is a bit more flexible, but since it runs hot, needs defense, and wants to hit multiple targets at once, I prefer the multishot/coolant vent combo.