I had allways thought that heatsinks were just to pump out the heat, which made me think of this for a little while.
mechs have two heat values, accumulative heat and reactor temperature. Accumulated heat is the mechs overall temperature, if this gets to high the mech (and pilot, but thats not something to worry about in mwll) starts taking damage. this level reduces fairly slowly with its overall capacity being based on the amount of sinks you have.
Reactor temperature varrys wildly, heatsinks will directly pump the reactors exess heat out of it rapidly and add what they cannot remove into the overall heat (much like CBT when you fire weapons over your cooling value). Rather then limiting the amount of times you can fire without waiting, it limits how FAST you can fire (or alpha), mechs like the novacat would cool its reactor extremely quickly, but overall have a hard time keeping its overall temperature cool due to the sheer heat generation.
Note, accumulated heat only cools faster or slower based on your environment, heat sinks will only speed it up >slightly<, instead of speeding the cooling up, they allow you to fire heat generating weapons for overall longer without having to stop.
How does this impact gameplay you ask? simple, fights will be more dynamic, heat in mechs will often stay fairly high but a good pilot will be able to manage HOW high while still laying down adequate fire. Flamer carrying mechs will heat the targets overall heat up fairly quickly, as nothing can directly heat up the reactor until the mechs heat capacity has been reached. If you for example have maximum heat capacity for the mech and it is full, any further heat will raise the base temperature of the reactor, making it harder to fight effectively with energy weapons (or anything for that matter that isint a small ac or machine gun) it will eventually reach a point where you will have to force your reactor to stay online. this however risks a detonation if you do, if the reactor reaches 1.5x the maximum heat it can take, it will detonate. (if your mech is green with low heat accumulated, you will just lose your back armor and take half torso damage.. in a fight when you are allready damaged... boom)
Coolant will be interesting, rather then cooling the reactor, coolant is you flushing out heat from the mech itself, rapidly reducing accumulated heat levels. this allows you to continue fighting or take more heat related attacks. if you are in the red (and thusly increasing your reactors temp) you lower the reactors base first then the overall.
Just a thought (or two) on the heat system, i figured it would be realistic (somewhat), and considering that it works very similerly to CBTs heat system, it should at least satisfy some of the CBT people here (heat sinks will remove x heat per turn, generate more heat and it adds to a total level, get to high and you explode/take damage per round until it lowers to a safe level)
TL;DR, Your mech has overall heat and reactor temperature, heatsinks will pump out heat from the reactor to a base level into your overall cap. Overall capacity will be based on how many sinks you have, it will cool based on your environment. (water if possible should increase this. submerge a mech and you will be hard pressed to overheat your mech, hell putting just your legs in it should help immensely) Weapons that add heat to a mech will not add to a reactor, rather add to the mechs overall heat. Reactor temperature will vary wildly throughout a fight, where as the overall will constantly rise at a slow but steady rate (or rapid if the mech in question is an energy boater constantly shooting)