If any additional BA are added, My first choices would be the Sylph, Corona, Void and Fenrir.
These BA all have remarkably different uses, so it's not like you're adding a slightly different Elemental suit or anything.
Sylph:
Flying battlearmour. They carry anti-BA/infantry microbombs and a small laser in the primary configuration. In CBT the microbomb is a one-use weapon that deals significant damage to infantry. It deals 10 damage in the hex it hits in, and 5 damage in all surrounding hexes. Each BA in a squad will take the full brunt of the damage. Typically, BA have 10 or less armour, so a single direct hit with a Microbomb kills the entire squad. Sylph are also very fast for BA, and this makes them fearsome anti-assaultmech units, able to fly onto a mech faster than it can run away. They are however, fairly weakly armoured. [IIRC - only 5 armour in CBT. Compared to 10 average for Clan.] Good as scouts, and for swarming slower mechs.
Corona:
The Corona is a major departure from standard clan battle armour design. While most clan battle armour follows similar aesthetics with a gun one or both arms, and a back mounted missile launcher, the Corona is an odd duck indeed. The suit is a heavy suit, with a walk speed of 2, no jump, and has a battle claw on one hand and basic manipulator on the other. The design sports 8 points of armour. Now BA officialdoms will no doubt know what the lack of jump MP and low armour for a heavy suit mean. It means... a BFG. In this case the design mounts a huge medium pulse laser. And an antipersonnel weapon to boot. This suit while slow is certainly not a problem; it can mount Omnimechs and as such can be quickly carried to the field. Where the point can unleash its fury. The design's concept reminds me a bit of the Fenrir battle armour the Lyrans deploy. Trading the extra speed of the quad design for the ability to make use of mechanized battle armour. Over all a solid design, heavy hitting if lacking armour, in tight Terran the Corona will be a NASTY ambusher.
Indeed as a sniper few suits can match its range and hitting power.
Void:
The Void battle armour is apparently based on the Kage battle armour (a bit like how the Falconer uses the Orion chassis I guess) and more or less you can see a similarity, the Void suit is lightly armoured, and moves fairly fast, being capable of jumping 4 hexes, although the void uses the more weight friendly Jump Booster as opposed to the Partial wing of the Kage suit. Furthermore the void uses improved stealth armour, as opposed to the basic stealth armour of the Kage. Finally the Void has a fixed support weapon, the Support PPC. Instead of a squad support weapon, giving a Void squad (or point, we’ll get to THAT in a second) far greater fire power then a Kage Squad could ever hope to have. The ONLY down side is that the Void has basic manipulators instead of armoured gloves (something it had to have to allow use of mechanized BA on a medium suit) which means that a void suit cannot carry infantry weapons. Mind you with a support PPC, why would you need them?
Finally this suit has a truly INTERESTING role-playing potential. The Suit is designed to be easily resized to fit even a clan elemental. Thus suit is being sold to Nova Cat forces. It remains to be seen how taken Nova Cat players will be with this suit (although yes they do have it) as the suit offers little in favour of it over the Nova Cats new Ichizoku battle armour (see my Clan Armour to understand the reference) save stealth capabilities.
Over all an interesting design. A popular scout suit that will no doubt see a fair bit of comparison to its closest rival, the Fed Suns Infiltrator MK 2.
Fenrir:
The Fenrir is a few years old now, first released in FM:LA which was released in 2000. And thus, unlike many of the last suits we've covered this suit is, for better or worse, a bit more familiar to all of us. the suit is essentially the predecessor to the Old fedcom sloth, a BA design that while certainly effective is out classed by this latest suit in just about every way, the Fenrir is faster, just as tough and carries even more firepower. Indeed in terms of fire power until VERY RECENTLY no other suits could truly match it.
The Basic stats for the suit are 5 points of armour, and 4 running MP, making it a fast suit with relatively little armour for an assault suit, the suit is perhaps best likened to the battle cruisers of old, heavy weapons, good speed but not enough armour to survive in a slugging match. Among Battlemechs the Fenrir has a close spiritual companion in the Blitzkrieg.
On this basic frame the Fenrir packs a configurable turret mount which can carry a FEARSOME level of firepower.
Basic configs include a Fenrir with 3 machine guns, 3 small lasers, 2 small pulse lasers, a MEDIUM PULSE LASER, or a SRM4.
Needless to say for a suit of battle armour this is HEAVY fire power. and a squad of these things often mount weaponry enough to match a light mech. the problem with these things is that despite heavy weapons they are somewhat fragile, and thus run the risk of being destroyed before they can bring their firepower to bear (although a ER ML config mounting one ER ML would work perfectly and thus may be a good custom variant if you allow them in your games and wish to have slightly more ranged firepower among your Fenrir units)