OK, as for A):
I remember reading somewhere in the BBB that you could drive a car(or vehicle) through a DNI connection such as being jacked into the car but not being in VR. IIRC this also gives you a +1 bonus to your reaction + pilot skill + handling pool because you can respond that much quicker when you don't actually need to physically operate the controls. This should free up your hands. Which can then be on the grip of that pintle(or otherwise) mounted ares alpha. So you spend one action per combat turn piloting as is needed to remain in control, and you spend you other IPs manning the guns.
Edit: I looked it up and I was wrong, you get the +1 for physically driving while using AR and the vehicle is subscribed. So I guess your best bet here is to get a conveniently located mount that you can fire with one hand while driving with the other. But technically the rules do allow you to drive/pilot for 1 IP and then take your hands off the wheel and shoot for 3 IPs and then just put your hands back on the wheel at the start of the next combat turn. I think that if I were GMing I might allow you to move your hands as a free action provided the weapon is already in the proper position/arrangement (otherwise its a ready weapon). Note: that on p. 160 of SR4 it says
QUOTE
Complex Actions
Fire a Vehicle Weapon: A driver or passenger may fire a vehicle
weapon.
Which strongly implies that drivers can fire weapons "while" driving.
B) I think an arm mounted chainsaw or monofilament whip, or any meele weapon or similar device should be treated as just another weapon mount and thus use rules similar to normal gunnery.
C) Well, I have found that the rules for ramming make way more sense in chase combat then in tactical combat. Especially the restriction on only being able to ram entities within your
acceleration rate, irregardless of speed is particularly incomprehensible unless the relative velocity between the entities is low (such as in chase combat). By the BBB, in which nearly all the vehicles have a max speed of 4 times their "running" acceleration, this means that when traveling at top speed you can only attempt a ram against 1/4th of the people you pass on the street in that combat turn. Wait, actually, that works out perfectly if you break down the turn into 4 initiative passes, calculate movement after each IP and let each character hold their actions across IPs (so that the pilots with 1 IP can still attempt to ram anyone along there path). Now, as far as trying to ram more people than you have actions, the rules really don't support this at all. You will need to come up with a system for working it out. Might I suggest something similar to the blast effect for grenades? In this way you first determine the path that you want the vehicle to follow for the Initiative Pass, work out any penalties or threshold modifiers that that path is going to impose on your vehicle test, then you make the vehicle test to ram. The first person along your path is considered the point of targeting and they resolve the ram as normal. However, for each of your secondary targets, for something like every 1 meter along the path taken they get an extra +1 to their dodge test (more time to get out of the way, etc.). Optimally playtesting would determine what exactly the ratio of bonus to distance should be. You might want to start out trying +1 per 2 meters. I definately recommend running some simulations of typical use before deciding on a rule though. I hope this helps.
Edit: another suggested house rule to make things more comprehensible: change the range determination on ramming to be: no penalty if the vehicle can reach the target using only walking acceleration, -3 if it has to resort to running, and impossible if it would require more than running acceleration. (Assume 0 relative velocity for chase combat, so these distances mirror exactly what is written in the book) To me this makes so much more sense and uses such little word change that I would hope it is actually what the Devs intended.