I did this on the official forums a few years ago(https://battletech.com/forums/index.php?topic=77723.msg1837531), but let's post it here too, and see if anyone can do even worse things to the WarShip rules than I did.
With a lot of the threads on here, I try not to get too abusive with my builds - I put some flavour into them, avoid some of the gamier tricks, and generally try to make realistic ships. Just out of curiosity, though, I wanted to see what an absolutely tweaked out, rule-exploiting monstrosity would look like. And it's filthy.
Start at a max-size 2.5 million tons, of course. Keep fuel, cargo, crew quarters, and other such dead weight down. Because of the way that fire control weight works, you want to cram about a zillion small guns into a few arcs, and save the others for capital weapons - I like Nose/Aft/LBS/RBS for the small stuff, because that gives full 360-degree cover for the ship, and you can still make good capital-scale attacks on the broadside with the fore and aft corners.
For defensive purposes, you want 3/5 speed to get maximal SI with a reasonable weapons load left over. 150 SI gives 7590 armor. You also want to put enough AMS on to knock down any practical missile attack - you only need to hit with 14 to kill everything but a Kraken and give even those a +4 to-hit penalty, so I put 60 per side. (What? They're half a ton each.) Since they can fire as often as they need to, this can kill missile attacks for as long as you have heat and ammo, and it should be more than enough to kill Krakens even with bad dice luck. Also, toss in a couple screen launchers and a large comm-scanner suite, because why not?