Some points that come to mind:
- Disabling a PPCs Field Inhibitor (enabling the PPC to fire at targets closer than 90m): As I understand, as of now PPCs don't have a minimum range, but maybe later on this will change. So turning off the FI may present a way of using a PPC in close combat, but with the risk of permanently destroying the weapon and damaging the location it is mounted in.
- Overcharging a PPC: Dealing massive damage with a single shot while destroying the PPC and potentially exploding it with additional damage to the own mech.
- Turning off Gauss-weapons to prevent them from exploding when critically hit.
- Hot-loading missiles: If LRMs end up with minimum range this could be a way of using them in close combat with the drawback that they will explode if the launcher gets a critical hit and the LRMs themselves are not as accurate when fired.
- Rapid-firing MGs and Autocannons: Higher rate of fire but more heat and the chance of destroying the weapon while doing so.
- Dialling down the power for energy weapons, making them generate less heat but also doing less damage.
- ECMs generating "ghost targets" to confuse the enemy.
- Heat-sink coolant failure: When a mech is run too hot for too long, the coolant will loose efficiency. (this could be combined with Coolant Trucks to refresh the coolant)
- Special munitions for missiles/ACs (but those have often been discussed a lot already)
I think such options would give the game a lot more depth and provide the players with more decisions than just pressing the trigger or not and add to the feeling of playing a simulation rather than a shooter.
As already mentioned, those most likely are considerations for the time after launch, but IMO it would be great to have such little details in the game later on because it would certainly add to the flair and it could also add a way for players to show skill and daringness in piloting a mech that "normal" gameplay can't provide.