Posted 30 June 2017 - 09:39 AM
Actually, the original TT rules had exactly that (yes, I'm that old); every engine, regardless of rating, had 10 heat sinks included.
That part I remember clearly.
It did make light mechs much more viable and dangerous, to a degree (you still only have so much tonnage to work with, and at that stage hardpoints were not part of the rules).
However, FASA was also widely known for flat out errors (typos and word omissions), errata, and seemingly arbitrary rule changes, so my version may have been mistaken. (I'd love to quote chapter and verse, but alas, my Battletech set with its little paperboard mechs and stands, and all the extras did not make the space saving cut on one of my moves)
I also dimly recall that when clans were added to the game, the HS inside the engines actually stayed single, while you could add external doubles (or... triples? I seem to recall there was such a thing). The doubles took 2 spaces, regardless of clan v IS, and triples took 3. However, in addition to the usual error factor, we might have misread those rules.
Also, as a tangent, when first introduced, the clans were MASSIVELY overpowered (mostly it was the auto-hit-the-CT targeting computers), but it was TT, and we found ways to adjust.
(I also did Battleforce, Aerotech, Centurion, Interceptor, and possibly a few others I'm forgetting.)
On a physics note, smaller objects are actually better at dissipating heat; they have more surface area per unit volume, so radiate better. (thus one theorized reason why arctic animals tend to be larger than their temperate counterparts, better heat retention in larger animals).
That said, in any made-up tech, there could be numerous design factors that would add to that basic fact (for example, smaller engines must run hotter to perform up to snuff)