First you should think of army sinergy and whay you want each of your units to do. some upgrades may not be neccisary given the makeup of the rest of your army.
I run mech tau and my armies effectiveness is my tanks(both hammerheads and devilfish). as such i tool each of them up with almost everything except sensor spines and black sun filter to keep them effective.
Alot of whats been said is good advice but i will run through them for you-
.targeting array-get it for free on a hammerhead, hit on 3+ yeahness
.target lock-as stated above-spliting fire is grand, not many other armies or units in
40K can do it. railhead kills tanks or big groups of infantry from very far away, with a target lock you can fire your other weapon system at something you can hurt and that is closer.
.multi-tracker-its a skimmer, does this really need explainging? you always want to be moving over 6" and still be able to fire.
.decoy launchers-very useful at keeping your tank alive-only glancing 6's can kill you, as the glance 5 usually re-rolls something less deadly given the odds.
.disruption pods-useful but not mandatory. they really come into thier own if you have an exposed tank and don't get first turn to start moving, or you take a glance 3 result and are going to be under fire next turn from a unit far away(over 12")
.fletchette launchers-mandatory in my book. it is the single best
CC abilty the tau(and possibly the best in the game) have. your tanks will get assaulted eventually so prepare for it. you should see wha it does to infantry based
CC armies.
.seeker missles-optional and only really useful for other units in your army or to prive additonal safety against multple weapon destroyed results on the glance tables.
.smart missle system-mandatory-again a no brainer-2 less shots than the burst cannons but with longer range and no
LOS or night fight restrictions.
The useless-
black sun filter-seriously how many people play nightfight games? and actually roll a 1 or 6? even then its only 1 turn of the game. unless you play lots of all night fight missions it isn't worth the points(which is generally never).
Sensor spines-its a skimmer, you should always be moving, why on earth would you
A.not be moving over 6" to benefit from the
SMF rule
B.want to take a dangerous terrain check
C.be forced to make a hull down roll when you get it for free from the
SMF rule.
Once the game starts skimmers should never ever stop moving unless they are dead or are stunned (and immobilised with eldar vectored engine things) and have no way to reduce the stun to shaken,