Post your cool double Mando lists!
Their flexibility and wide array of upgrade slots makes them really fun to build with.
A couple I've been tinkering with:
Critical Mass
Mando Merc
> Calculation
> Mangler Cannon
> RecSpec
> Hot Shot Blaster
> Anti-Pursuit Lasers
x2
The Hot Shots and APLs are mostly filler; the main show is reliably dealing double crits on attack rolls. The extra upgrades could also be switched to Dampeners and Shield Ups/Engine Ups.
Hardcore Protonography
Mando Merc
> Predator
> Proton Rockets
> RecSpec
> Hot Shot Blaster
> Countermeasures
x2
This pair is all about setting up the 6-dice Proton-Rocket-to-the-face round. I really wanted to make this a three ship build, with Leeachos + Bodyguard setting up the Agility bonus instead of Countermeasures, but it's hard to cram together. The Mercs need VI to make Bodyguard work, and that comes to 101 points with their Rockets + RecSpec. You could conceivably strip RecSpec from one of them, and always have Leeachos steal from the other, but it kills the symmetry.
PTL Still Rules
Mando Merc
> PTL
> Seismic Charge
> K4 Security Droid
> Hot Shot Blaster
> Engine Upgrade
x2
Nothing fancy here. Action economy.
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I've also played around with pairing the Flechette Cannon and Tactician, for double-stress hijinks. The synergy there is cheap enough to achieve that you probably have room for a decent third ship, or a Feedback Pirate.
On the flip side of that, I'd also like to try a pair of Wingman mercs, with Outlaw Techs. Endless k-turning with a focus each time. It's pretty gimmicky, though, and I can't easily envision a game where you'd want or need to execute that many concurrent k-turns with Firesprays.