Figured I'd start us off with a few questions. Brainstorming is welcome. For purposes of this conversation, assume unlimited Engineering skill and monetary resources. Many of us scum for this sort of thing anyway. Suggesting a few base Torso modules, such as the various prizes for completing arenae, is useful, but doesn't make the best universal assumption. Also, we don't want too many spoilers.

I realize most or all of these questions have been answered before. That said, please humor me; if we can get it all on a few pages of Forum post, we can pare it down into a Wiki article!
First and foremost, I suppose one must determine a strategy. Will the vehicle be a legless hovering martial artist, a flying sniper, a dual-movement rolling grenadier? This will determine what types of torso and installed modules you'll want.
The critical element is your torso, which determines Type and basic stats. Are there basic stats linked with types, such as battroid and arachnoid? The presence or absence of a cockpit in the cockpit also determines a few strategic and statistical details. Does anybody have precise numbers for this stuff? Why do some torso modules have different stats when stripped of targetting, sensors and modules? Is that entirely due to placement of the cockpit?
What are the advantages of Storage modules?
Other questions:
Handy SF:0 equipment, including scavenged gear. The Self-Defense Net and Fire Control modules, oddly, are both useless to the Hoverfighter I'm making. Are there others? Do Heavy Weapons use Artillery when installed on a mech?
What flaws can crop up while using Mecha Engineering? Are your only risks the loss of a part?