Ok, jokes aside, with mentioning of convergence in recent town hall meeting and all ideas being posted around about it I decided to post this idea that I had on my mind for a while now. I don't claim it's flawless or that it's the one to end them all but maybe something comes out of it:
*DISCLAIMER: I will be using Homeless Bills TCL as a convergence condition because because most of the forum knows about it and how it works/triggers penalties. If you have something better to act as a condition (ie number of weapons firing at the same time, tonnage of those weapons, combined damage.....) feel free to post it as a suggestion
So the idea is this: if convergence condition is reached, set convergence distance to 2000m for next 2 seconds.
That's it, the whole idea. Now to some explaining:
blue circle: aim point origin - your cockpit
green circle: aim point location - what you are aiming at
red circle: hit location or weapon point of origin depending of the mech you are looking at
red line: weapon trajectory

So left side of the picture is what we have now:instant convergence at all times and it's process probably looks something like this:
...
...
aim
button_down
fire_weapons
...
...
with convergence always being active in background doing adjustments for changes in aim parameters so our weapons will always hit where we aim at any given moment. What I am proposing is this:
...
...
aim
button_down
if (TCL>100) then aim.distance=2000 //for next 2 seconds
fire_weapons
...
...
with convergence still working in background. This means that everything is exactly the same (with the exception of one additional operation) as what we have now if the condition is not met, which means all your weapons will hit where you aim and that there is no additional server load or performance loss.
Now right side is what differs and that is the case when condition is met: we forcibly alter one parameter, distance, to a great value which in turn with help of math and geometry effectively makes our weapons fire parallel to each other thus eliminating perfect convergence (not permanently just for the next 2 seconds - this time is so that lasers with long burn time don't snap back to perfect convergence in the middle of shot thus working around this penalty). After the 2 second time is up all re rolls back to normal functions so you can repeat the whole process again.
Now I know that most people are afraid or CoF and randomness, but there is no randomness here. If you look at upper and lower right parts you will see that hit locations during penalty correspond to the silhouette of their location on the mech firing the weapons, so if you are going to get penalized with your next shot you can predict what will you hit if you know what your mech looks like and where are your weapons mounted.
Pros:
-no randomness
-relatively simple to code
-not much additional server load
-easy to understand
Cons:
-requires implementing some idea for what will determine convergence condition (I used TCL as an example)
-mechs with tightly packed weapons are less affected from it (but then again why is the first thing people do when they see a hunch is to try to dequasimodo him)
-mechs with multiple weapons originating from one point (like lasers on cicada or on stalker) would require graphical upgrades to fix that issue
Sorry if I went into too much detail but I wanted to make sure that there are no misunderstandings and that people that are not too computer savvy could understand what am I talking about