install case lt, swap HS to DHS, move sl to head, move ll to ct, dhs on each side torso add 1.5 tons armor will use about 70 bv per mech - each 1109 bv
swap the griffin to DHS for now, move a jj from each torso into each leg - bv 1272 still
leave the warhammer as is 1661 bv
You do know how much time this'll take, right?
The above represents a fairly optimized "time for task" breakdown; mostly because it assumes you're going to use all your Techs to pull SHS off of your Mechs during transit to the factory (so you aren't doubling the time that specific task takes with the x2 customization modifier). Once you're on-planet, you're looking at 25 days per Enforcer, and 15 days for the Griffin. I'm not saying you can't do it (you have 3 Techs and you're modding 3 Mechs)...but you should be aware that using regular Techs to mod Mechs - even on a Factory world - is a risky business.
Your TNs are looking middling.
Griffin on DropShip: 6 for Veteran, 7 for Regular (+2 for Class C, -2 for Maintenance Facility)
Enforcer on DropShip: 6 for Veteran, 7 for Regular (+2 for Class C, -2 for Maintenance Facility)
Enforcer on DropShip: 6 for Veteran, 7 for Regular (+2 for Class C, -2 for Maintenance Facility)
Griffin at factory: 6 for Veteran, 7 for Regular (+2 for Class D, +2 for Customization, -4 for Factory)
Enforcer at factory: 7 for Veteran, 8 for regular (+3 for Class E, +2 for Customization, -4 for Factory)
Enforcer at factory: 7 for Veteran, 8 for regular (+3 for Class E, +2 for Customization, -4 for Factory)
As was mentioned in the thread breaking down customizations, if you screw up the customization, you can choose to try again (ie, you don't lose the components), or you can choose to say the hell with it and spend the time and TNs shoving everything back into your Mech the way it was. Mostly what it will cost is time (or it may drop a negative Quirk onto you). With those TNs, you should expect to fail at least 1 roll at some point in the process, so think about how long you're going to have units out of action for the next contract. Also remember that the unit is leaving the planet after 1 September to its next contract, whether you're ready or not...AND once the unit leaves, the Enforcer refits will be impossible (CASE requires a Factory) and any TNs at all will be 2 points higher since you're trading a Factory (-4) for a Maintenance Facility (-2).
Basically with your Veteran Tech, it's pretty safe to do ONE customization. More than one is a risk, which you can choose to take or not (depending on Regular Techs as you are), with the caveat that you could be out of action for a good long while if you roll poorly.