And there are the tech ideas I had.

These would be primarily Lyran creations since they have the overwhelming industry to actually produce all this new material on a wide scale. Also these are more modifications/enhancements of existing ideas/tech since I felt that while the Lyrans certainly aren't stupid, their advancements would likely be more A-B-C than the crazy leaps over at NAIS.

CFC Heat Sinks
1.5 tons, two crit slots and two sinking capability. Can't be added to 'weight free' sinks (must take up crit slots on the mech) and costs 4,000 C-Bills per unit. Must have support equipment to renew sink material at regular intervals or mech will gain the 'poor cooling jacket' and later the 'no cooling jacket' quirk on all weapons. If a CFC-HS is breached and is in the torso, and then the reactor is breached, the mech's fusion engine will detonate.

The acquisition of the Cold Fusion Cells and the machines powered by them lit multiple fires underneath the scientific community of the Lyran Commonwealth. Here where practical examples of technology that no-one could have ever imagined to exist. Of particular interest was the extremely endothermic nature of the CFC fuel. Heat management had always been a problem for military vehicles and mechs (particularly with DHS becoming Lostech) and any methods to help eliviate this was of great interest. After extensive testing (and a very high Kroner bill for replacement lab equipment) a process for a...reasonable facsimile of the fuel had been developed. While incapable of being used in CFC systems, it was found to be an excellent material for use in advanced heat sinks.

Slightly heavier but surprisingly more compact than Star League DHS, the CFCHS were found to be an excellent replacement to current models. Unfortunately it was found that they could not be safely integrated into the 'core' heat sinks surrounding the fusion engine and repeated use would slowly degrade the 'fuel' within the sinks. But with the proper support equipment, the sinks could be quickly 'recharged' even in the field away from repair depots resulting in no overall efficiency loss. As a bonus, this trait resulted in unpleasant surprises for pirates or Combine forces salvaging the sinks from destroyed mechs, as without proper support, the equipment would relatively quickly degrade into uselessness.

While the rediscovery of Star League double heat sinks did reduce the demand for the CFCHS, a market remained. Namely due to the fact that they were cheaper to produce and took up less space in a mech's chassis. The latter aspect was very important as Endo-Steel and Ferro-fibrous armor began to be used again.

Weapon Radiator System
1 ton (for five ton weapon and lower, 2 for 5 to 10 tons) and equal crit slots to weapon for 20% reduction (round up) in heat for one weapon. Can't use on weapons over 10 tons, can't mount in the torso, and cost 115,000 C-Bills.

Another piece of interesting technology from the stash acquired from Mr Bashairu was the multiple suits of 'powered armor'. While R&D for the purpose of producing local equilvalents was progressing, individual technological aspects of the suits did have the potential for application elsewhere. One of these was the 'afterburners' in the back of the suit that served as an extremely efficient heat venting system. Unfortunately it was found that even scaled up versions of the system could not interact properly with heat sink technology. as it required close proximity to localized sources of intense heat.

Upon further testing, it was found that this technology could be integrated into the cooling jackets of weapons. While increasing the bulk and weight of the weapon, for high heat producing weapons it greatly reduced the amount entering the mech's cooling loop. As an unavoidable side effect, the large amounts of IR radiation expelled from the weapon makes it blindingly visible to any system using IR sensors.

Heavy Long Range Missiles
16,/12/8/4 shots (same tonnage/range/ammo per ton as 20/15/10/5 LRM) while doing three damage per hit, had one additional critical slot, produces two additional heat compared to equivalent LRM launchers, explodes like a gauss rifle, and no special munitions possible. Double cost for ammo and launchers compared to standard LRMs.

While many new weapons and technologies were created after examining Terran creations, the H-LRMs were instead created in response to seeing the unexpected durability and resilience of Neosteel armor. Considering that any technology eventually spreads across the Inner Sphere by hook or crook, Katrina Steiner worried about the possibility of the Draconis Combine equipping their swarms of light mechs with Neosteel; and charging the now much-stronger machines across the border. While this did result in re-examination of alternate and older weapons systems (including the mothballed binary laser), one potential modification was simple. If the weapon wasn't powerful enough to make a dent, make it bigger.

The Heavy Long Range Missle system (H-LRM) is on the surface, a very simple modification of the original design. The weapon launches fewer but larger missile that can deliver more explosives, thus doing more damage. While producing more heat per volley and more expensive than traditional missiles, the H-LRMs are a devastating weapons against opponents that prefer lightly armored mechs that focus on weapons and speed.

AN: These people made the thunderbolt missiles so the notion of 'bigger is better' is a well understood notion.

Striker VTOL transport

As with the Heavy LRMs, the Striker's genesis came from observations of the Terran military capabilities. In this particular case it was the multiple battleroms of Raider forces blitzing in with their transports to drop forces directly into battle before anyone could react. While some of the high command dismissed parts of the Raider's tactics, everyone knew and understood the utility of being able to get your forces to where they need to go before anyone could react. This highlighted potential dangers as you never had enough mechs to protect everything and redeploying to other areas often needed dropships. And while transports like the Planetlifter did exist, they lacked the ability to pick up, move and drop off larger mechs at a moment's notice.

As one of the heaviest VTOLs produced and the task it was intended for, the Striker was by necessity equipped with a fusion engine. While more expensive than other options, this was needed for it to perform properly in the field. In design the VTOL is a comparatively flat rectangle with articulated 'arms' that can grab cargo or serve as landing gear. To aid stability (and protect against damage causing crashes) instead of one main lifting rotor, the machine was designed with four thruster pods on each corner. Due to only having a single machine gun for self defense, escort VTOLs or ASFs are required in contested areas. Environmental sealing allows it to function safely in any environment the mechs it carries might operate in and the expanded communications suite enables it to serve as a relay to command.

While primarily intended for rapid redeployment of mech forces, disarmed versions of the Striker have found various roles in the civilian market. As the ability to carry large amounts of cargo, heavy vehicles and so on long distances regardless of terrain is highly valuable. Some House battalions retain Strikers for their engineering/salvage crews to swiftly retrive material from the battlefield. Amusingly the machines when serving in this role often earn the moniker 'Vultures' due to their tendency to swoop down, latch onto choice bits of salvage (or entire downed mechs) and tear back to base before the smoke has even cleared.

AN2: Similar in design to the Bishop but with the legs/arms of the Tonbo. TLDR, it's a VTOL that can grab up to 100 tons of anything and drag it just about anywhere at over 97 KPH.