Moz - I've seen a lot of
TL going around on suits, particularly Broadsides, and since you're espousing them here, I gotta ask you: Why on EARTH would you want to split fire?
Mathematically, there's no chance for a reliable kill on a unit using a single shot. 5/8 is nice odds, 62.5%. But if I'm shooting at something, it's because I want it DEAD, not "maybe dead". If I'm using a rational fire plan, I am using the best gun for the job at the right time in the turn, and I want that target out of commission.
For two suit Broadside units, I understand the point that taking shots at two different units can prevent redundant results (e.g. two wounds on a one wound model, two Destroyed results on a tank) and instead get those effects on two different targets... but the fact is that doing so requires that I pass a Leadership test for target selection and then that the ~1/2.667 chance of a getting two wounds comes through for you... instead of living off the 7/8 chance that my two shots will net me the result I want/need that turn.
Note: even if I ran two units of identical Broadside kits, I'd be relying on passing BOTH targeting Leadership checks to get the same kill probabilities without (potentially) wasting any shots, and that's fairly unreliable from a probability standpoint.
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Moz: You make a good point that the first drone down on a TLPR/
MT/2SD squad causes a Ld8 check that runs a risk of losing a turn of shooting. I am not expecting these guys to be subject to anything other than deepstrikers or extreme long range heavy weapons fire, so I don't think of it so much. I really like the doubled fire effect at 24" and tripled at 12", but weighing how often those scenarios happen versus how often I'm going to fail that Ld8 check and lose a turn of shooting is something I'll have to do some modeling against. Thanks!
Regarding the big beefy squad: losing the last two suits to a Ld7 check is a pretty big risk, but I will have had to take 10
MEq lascannon shots on the squad to get them to that point. How often will that be happening? Particularly when he has Fish he probably wants to be shooting at as well? I'm looking to make the suits an equivalent target class for target saturation, not to make them invincible.
Regarding Snipers: hells yes the math convinced me. They are jack diesel against Zilla3+ and
MEq. The
Deathrain suits are 1
MEq per 106 points vs 1.25
MEq per 80 points plus .66 markerhit for the Snipers. On Zilla3+ the
Deathrain is .75 wounds for 106 points vs .75 wounds for 80 points, again plus markerhit. The cost effect is just superior (as in 20%+ better), and the survivability is very similar.
(Against AV12 Falcons, the
Deathrains yield ~1.2 glances per turn, versus .25 glances per turn for the snipers, which just means we shouldn't be shooting snipers at Falcons.

Are there enough other guns in the list to put hurt on them?)
If using
Deathrains, I can see the Finder
DS re-roll being really useful, but in this list I'm not often/ever DSing anything. I've considered Finders at this points level but the peak ROI for the markerhits comes off
RF FCW. Taking an extra unit of those to leverage the "free" Sniper markerhits seems like a better deal, since losing a
FCW/Fish squad to buy the Finders means I need both remaining
FCW/Fish squads shooting, every turn, in concert with the Finders to make the 4 hits per turn from the Finders net maximum results. Doesn't seem likely.
I'll do some math and see just how much I can buy in "more shots" in terms of
Deathrains by leaving the gunship upgrades off the
FCW Fish. My earlier math indicated that those shots I'm buying on the Fish are CHEAP, but your point regarding raising them on the fire priority chart for the enemy does bear some consideration.
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Exokan: good point, I can scrape a few points to drop in 2
Deathrains at 1750 without sacrificing much of anything. Those extra Falcon glances could come in handy, and the extra shots at light vehicles won't suck.
-JTS