Yeah, I was thinking Ironman Mk 1 at best (the beefy metal one). I'm looking at Destroyer's Black Talon mook armor and the Panzer armors as absolute caps on characteristic boosts and defenses. Any end reserve would be low, but it looks like most of the mods will work on charges (strength wouldn't, but moving the mech will be tiring and I'm not going more than +15, like destroyer's mook-mech). Both suits have +dex and +speed, but I'm thinking that mk 1 at least would be lucky not to slow down their users rather than speed them up, so no boosting that until Mk 2 or later.
Panzermensch Mk1 rough draft
+15 str (no fig characteristics, OIF)
+5 con (no fig characteristics, OIF)
Armor 12 PD / 12 ED (?) (OIF)
Jump jets: leaping +10", (16 charges, OIF)
Radio communication: radio perception/transmission, (OIF, affected as sight and hearing, 1.5 km max range -0)*
spotlight: sight group images (only to create light, OIF) (details to be decided) ??
Weapons systems: 60 point multipower (all slots OIF)
- Machine gun: 2d6 rka, 64 charges, autofire 5, beam, no kb
- Flamethrower 2d6 rka, AoE cone, no kb, 8 (?) charges
- Anti-armor micro-missile 3d6-1 Armor piercing, 4 (?) charges
- Punch with a metal fist: +3d6 HA (?) 0-end
*We're early in the war, so the GM has been a bit stingy about convenient portable radios for non-gadgeteers so the radios might be excluded initially
Add-ons that could/would quickly be added might be a gas mask (ls: expanded breathing for filtering, or expanded breathing for air tanks), 5 points of hearing and/or sight flash defense, different weapon loadouts (blades, rubber science lightning magigs, etc.). Longer term augmentations might involve dex/spd boosts or increased running. Highly limited flight might come eventually (maybe with suits with less armor). Expanding LS for underwater operations (+ some swimming adaptations) or high radiation might be on the agenda.
Pilot will probably be something akin to the "experienced/tough" soldier generic npc from "Predators" perhaps slightly improved (15 str, etc) and set to the period. The guys are mooks, but you try to give power armor to the GOOD mooks.