I was formerly involved with a fair bit of arms development, I still do a bit here and there. So, a few comments from the perspective of someone who worked on a range of projects including both the smoothbore and rifled main batteries of the M-1 (XM-1 through late M-1A versions), ordnance for same and the GAU-8, naval gun propellants, TOW-2, Hawk, Sparrow, Patriot PAC 1-B & 2, and some exotic stuff like gelled propellant stuff, some DEW and fancy KEW, etc. etc.
Weapons systems are designed to perform specific missions. Advancement is not a matter of further, faster, stronger, more, etc. You have something specific you want to accomplish, and a set of constraints within which to work. So you design and build to do a specific job, not just to go as far, fast, etc. as you can. You make choices, and build to those.
Presently we are undergoing 2 or 3 simultaneous revolutions in how conflicts are fought. Extrapolations of what things are going to look like in the future are inevitably flawed because the next twenty years will surprise us, never mind centuries (I'd say the next 10 years, but the stuff in that time frame is already in the pipeline, anyone who follows the trade journals will pretty well know what that is now, though the public awareness runs years behind most deployment, and decades behind the decision-making that produces it all.)
So, the best a system can do is start by making a set of base assumptions about how conflict will be pursued, build some doctrine, then start fitting systems into that framework. The technique of taking publicly available stats for current and historical systems and extrapolating from there isn't effective. There's no real "line of progress" to follow. Advancements don't work like that.
Also, assuming present systems will be available in the future isn't effective. Every system has a body of logistics that comes with it, and sometimes a system that has better stats isn't going to persist because the tail adds too many costs, deployment problems, training problems, or whatever. Or the folks who made it are gone, recovering the techniques to make and operate it is too troublesome, and the tooling's long gone, never mind the processes themselves.
We can make and have made systems that outperform what's in deployment. What's deployed is based on a whole slew of factors, many of them not technical (e.g. which congressional district is it manufactured in.) It's also true that much money spent developing technically "superior" systems was wasted because the supposedly superior system didn't serve a real mission need. E.g. longer range terminally guided tank gun ordinance is only interesting in certain circumstances, and is a waste of time and money in others. It
sounds like a sure winner, but that's what attracts money. Such things do not always justify that support. In fact, whizzy stuff most frequently does not. But every so often, somebody really has done their homework and the whizzy stuff pays off. At which point the "decision makers" are sure to ignore it until after 1-4 decades of being beat about the head and shoulders on the subject.
Anyway, find a system with some workable base assumptions and doctrine. Most of these will rely on history and add some "futuristic" tweaks to remind you you're not in Korea or Normandy. Then pick the equipment that fits. MGT doesn't have any such thing at present, so the equipment doesn't have any guiding principles for it's stats. A vehicle design system doesn't by itself result in useful weapons systems. Even in the real world.
The CT stuff blends nicely with MGT if you adjust damage to account for the effects part of damage in MGT. Frex, if you start with the assumptions of Striker, you can mix in and adjust workable equipment from the MGT lists. With such a base you can also start making your own tweaks, but beware of simply adding features just because they seem futuristic. E.g., adding a shopping list of technologies like blue force tracking, UAVs, DEWs, battlefield "Brilliant Pebbles" or "Sapient Sand", terminally guided small arms ordnance, and so on. Pick a few dominant assumptions, build from there. E.g. "Armor is king" or "Armor can't survive." "Air is death, stay close to the soil," or "Without air dominance, nothing else matters." "Space resources are largely invulnerable" to "satellites fall out of the sky if you look at them funny."
I'm hoping we'll see the reasonable coherence of the (dated but still usable) assumptions of Hammer's Slammers reflected in the MGT material for that setting.