After playing MFZ at PAX East, I came to realize that two more battle field roles were used in one of the games I played.
The Artillerist: This design has two Artillery attachments and two Defensive attachments. (2Ra+d8/2B/2W) He doesn't move fast and he doesn't have to. The only time you'll really move this archetype is at the start of the game when he hunkers down behind some cover in a nice shooting position. You'll use his White dice for Defense or Offense, maybe a little of both depending on the situation. When you get good rolls from your primary Red and Blue dice you can toss a Spot on an opponent's mech that's out in the open. You'll want a spotter for this one, to get those really high attack rolls.
The Sniper: This design has one Artillery attachment, one Defensive attachment, and one Movement attachment. (2Ra/1B/1G/2W) Take it up on top of the nearest piece of terrain to rain shots onto the battlefield. He moves around to get the best use of cover and range. He also has an open slot to use however you see fit for the coming battle.
Mecha Design & Tactical Doctrine 1.