
The Primary and Secondary Configurations, tentative, for Eurybia would be: sensor (1), arms (2), plantigrade legs (2), shield generators (2), sponson (1), extra armour (5), crew (4), and coolant (2). That's thirteen systems requiring no extra charge, twelve if you consider Detect mandatory. If it is, then it's five systems requiring +1 charge (one card played face-down), and two requiring +2 charge. So without activating shields or weapons Eurybia may do 12 + 5 to move 4-6 times, activate sponson or sensor more than once every four rounds. But what do you give up to get that? Giving up two cards (one coolant, one face-down to +1 charge coolant), probably extra armour or shields, to de-activate one (or more with crew) activated system. Using initiate crew you could de-activate two systems already activated. Including the crew... Of course that is the same as not using an initiate crew, and different than not including the crew. Activating two limbs could be a good use of an initiate crew, a coolant system, and the power to extra armour 4 & 5, or even a shield generator.
Which brings me to weapons. A rocket pod so Eurybia doesn't have to chase, and a vulcan gun, laser blade combo. The vulcan is defensive, but reactivated and operated by another crew member it could win a game. The laser blade is because it combines well with a rocket pod. Which all sounds pretty incredible right? It's like having two extra copies of weapons except you're firing two rocket pods at the cost of six cards, the rocket pods themselves, the charge for them, super-cooling to deactivate for a second activation next round, and the charge for that. Two separate rocket systems would do that with four cards. To activate all weapons the primary configuration will require seven, eight to ten if you want crew in on it. That leaves 12 cards for manuever and defense.
More importantly not only do the coolant systems make the primary configuration less predictable and more agile, it can also be pushed to make the Titan faster and hit harder.
The secondary configuration ups the ante to make the range shorter and the threat bigger. Using coolant on the claw and getting in multiple grapples into buildings, or simply into arc of the laser blade, may make up for an inability to multi-task offense and defense. She still has the best armour and shields in the game, and can leverage that hardiness to absorb damage as well as prevent it.
It's worth considering that using the coolant system will leave Eurybia dead in the water, spending at least one other card, leaving itself in place to be shot and two cards short on defensive options. It's not gaining anything until the next round, so using it might signal that a player can do nothing else.
Either way, it'll be interesting to get these two out on the board to see what happens.