QUOTE (Seerow @ May 3 2011, 11:43 PM)

Yeah, the GE Heavy Autocannon is a solid choice, being relatively cheap, and availability 20 makes it within the availability range with restricted gear, and being a minigun with good base damage stats. It's like having a full auto, minigun, modded Panther Assault Cannon.
The Vanquisher is also a main gun, so you'd have to save up for a Tata Hotspur to have something to mount it on.
QUOTE (KarmaInferno @ May 4 2011, 12:00 AM)

I'll rephrase: Any small arm.
Personally, I'd go with two regular turrets, one with an Ingram with underbarrel MGL-12, and the other a sniper rifle maybe with underbarrel laser.
And a Panther Cannon hand-held.
Nice choices, but i'd go with a Thunderstruck with underbarrel GL-67 as the handheld and would put two Vindicators on the weapon mounts, operated by piloting programs and used for suppressive fire as need be. It has to be Vindicators on the turrets, can't pass up that NO RECOIL advantage. On top of that, miniguns are best for suppressive fire, and suppressive fire is a prime use for shoulder/back-mounted weapons, whether on cyberlimb weapon mounts, their equivalent on military armor or on the turrets of that exoskeleton thing.
You won't fire all of these guns personally at the same time and the limited dicepools of piloting progs are no issue when you just hose bullets around.
QUOTE (longbowrocks @ May 4 2011, 12:18 AM)

Making things more complex. As a self-declared powergamer, and computer scientist, I guarantee you that has never backfired. Please, be my guest.

Now that you mention it, there where some balancing issues with SR3 vehicle rules, but there'd be other ways to fix them than "lets simplify everything to the point where people constantly have to handwave things and nothing makes sense anymore". Particularly when some of these simplified rules introduce new balancing issues as well.
I generally like Arsenal's approach of limiting modding opportunities in contrast to earlier editions, it works fine for guns if you are willing to compromise a bit on plausibility in a few special cases, but the way it was pulled off in regards to vehicles just feels grating in general.
I repeat : vehicle rules are the big weak spot of this edition. Not only in regards to how Body is handled, but it's one of the main issues for more reasons than how to handle modding (see : dysfunctional damage scaling in
War!).
These issues are not a result of more complexity, but come from a backfired attempt to cut down on it.