What I was thinking about was looking at integrating mecha into current evo rules, rather than creating a larger subset. Taking a look at Gundam, we can make a stab at the RX-78 Gundam's stats. I've chosen the original gundam because the more modern versions are somewhat godlike in terms of abilities by comparison, and the original Gundam series was at least grounded in hard SF, even if it went off the rails at times.
(you can get specifications on most gundams, and lots of other mecha at www.mahq.net. http://www.mahq.net/mecha/gundam/msgundam/rx-78-2.htm is the Gundam itself.)
So, looking at weapons, the Gundam has 4 main systems: The Beam Rifle, the Hyper Bazooka, the vulcan cannons and the Beam sabres. there's other weapons - the beam javelin, gundam hammer and hyper hammer, but they're glossed over for the most part.
The vulcan cannons are the Gundam's only fixed weapon, 60mm calibre, and capable of destroying a Mobile Suit with sustained fire (Amuro's first time out in the gundam, he destroyed a Zaku with the vulcans, but it used all the ammo aboard) They're probably a couple of D6 with a decent modifier, +4 or so and -1 to save - giving them a small chance of hurting a heavily armoured target. Range would be 30" or so
The Beam Rifle is a much more powerful weapon, easily destroying enemy mobile suits and other targets. We're talking D10+5 or 6 with a suitably long range and ignoring save rolls
It gets a bit silly when you move onto the hyper bazooka. This thing can destroy space combat ships with a single shot! It only carries 5 rounds thankfully and isn't a standard part of the Gundam's loudout. I'd be tempted to say it cal kill anything on the board on a D10 roll of 3+ or something similarly insane.
The Beam Sabres are close combat only, but again are incredibly powerful. As they're close combat weapons I'd simply model them as the close combat score of the gundam itself. 2xD10+4 or 5, with a -2 or 2 to save at the very least
Moving onto protection, the Gundam's armour is incredibly strong - it can withstand multiple hits from a Zaku's 120mm machine gun with no apparent effect, though concentrated fire from multiple sources at least worry the pilot, and it can only take a few hits from more powerful guns like the Magella Attack's 175mm cannon, or beam weaponry. When the Gundam was eventually destroyed, it was by the Zeong Mobile Armour - mounting 2 beam cannons with the power of a Musai battleship's main guns, as well as three smaller beam cannons.
there's a few ways to model that - one is an insanly high hit and kill rating, I don't like that too much as opponents should have at least a chance to take the Gundam down. Alternately an unmodifiable save roll or a second roll along the lines of aircraft countermeasures (or both) might be better.
and then you have to think about the pilot himself - Amuro Ray was a Newtype - an evolutionary leap forward with incredible reflexes, preternatural senses and a rudimentary psychic ability. I'd allow the Gundam 3 actions per turn and to move, charge or fire the beam rifle as a reaction.
Now, who wants to work out the points for all that, and even worse, stat up the far more powerful Mobile Suits?