You would be surprised at how much fun you can have using carronade-flamer on the front of your ship. I don't think I had ever successfully one-shot ram killed a junker without some sort of backstop until I tried it. And goomba stomping is the greatest feeling in the world after suffering so long as a young pilot facing blenderfish and squids.
I will mention the double merc build in my extras section, though it doesn't often support the way I fly. You have to be at the same altitude as your opponent, which makes it harder to take positional advantage and still be effective, and I am really not a fan of sniper ships. You rarely get the chance to just evade and escape and/or kill the enemy with about 2% permahull left and no armor while shouting at your crew "I'm not dead yet!". And really, it's hard to get more exhilarating than that.
However as a ram-kill ship, double merc front is really powerful if you get the timing right, and having the option to support a sniper friend against a sniping team is nice. Like I said, I will add it in as an extra if you don't mind.
Mostly I like hydrogen just to cover a little bit of how weak pyramidions are at moving up and down. I like to pop up over metamidions and slide over the top of their hull while pulling a quick 180 to get on their tail. Sure my armor is down, but now I have time to repair while easing them into death. It's not often I actually let someone get behind me.
Spanner is a definite yes. I only hop off for the hull if I have no engines and I think I may make a difference, but it can save you. I don't like to leave the helm in a firefight though because kerosene preventing turning still works even if your engines are dead. You can knock enemy pyra's guns off arcs by turning on kerosene when they try to ram your almost dead ship.
Sheesh. Why do I type so much when I try to explain things? Anyway, I will mention your comments next update.