A couple other things that may not be immediately obvious:
1. Railworkers can charge and toss
2. You can set railworkers on fire then try to use their bonus action on each other for extra scrap, since they dont rly care about triggers. Also, you can use it to prevent your models from taking burning damage
3. Heated Claws just specifies construct, meaning you can attack your own models for reliable scrap in a pinch. Bonus points for attacking a model with armor and shielded to reduce the dmg to 0 ( like a metal gamin or railworker with magical training)
4. Counterspell also prevents resistance triggers, so you can put it on Mei to help her get past defensive tech
5. The push from Constant Motion happens, AFTER resolving the action. This means Mei's bonus action is actully 2 separate pushes, allowing you to push around corners. In addition, the dmg only applies if the first push is interrupted and the scrap marker is dropped at the end of the push.
6. Mei easily has a 24" threat range on turn 1. You can "slingshot" her and reach the far turf war marker with 2 AP. What this means is you can activate her last turn 1, charge a model, then activate her first turn 2 and pop vent steam or railwalk away for a ton of free damage.
7. Obey destroys this crew. But like obey DESTROYS this crew. Fear it and kill models who csn obey INSTANTLY. The Foundry has abysmal willpower, and can be Obeyed to Ride the Rails, putting your models 12" away or straight into their crew if they drop their own scrap marker. Even worse, railworkers (yay stat 4...) and Neil can be obeyed to attack and consume every scrap marker near them to hurt your models more as well as deprive your crew of key resources.