Furthermore, I think that anyone with skill enough to stop an initial skulk rush should choose their upgrades in a way that will leave the team better off once you're all at L10. This is a lot more important than being the first to grab a shotty to stop those rushing skulks (except for those one-minute games where the skulks just miraculously rush you and end it early on).
In some not-so-well thought out games I've had to start over at L0 just because as players joined the game and grew in rank, none of them thought that we might need a GL.
For 10 people (What I believe is a nice number for clan matches), I think this is the best configuration, regardless of what you grab first, last, or in-between. If you're going to win at the end of the game, this is the best team to be left with. Because of its versatility it is able to cover or counter most of the Kharaa's strategies, although it should be adjusted depending on the opposing team. (If, say, there are 5 oni and no Lerks you may been a few more JPs w GLs!).
Heavies:
Armour 2, Heavy, L2 HMG, Welder
Armour 2, Heavy, L2 HMG, Welder
Armour 2, Heavy, Resupply, L2 GL
Armour 2, Heavy, Resupply, L3 Shotty -or- L2 GL/HMG
JPs:
Armour 2, JP, Resupply, L2 GL
Armour 2, JP, Resupply, L3 GL
Armour 2, JP, L3 HMG
Base Guard/Backup:
Armour 2, L3 GL, Welder, Mine
Armour 2, L2 HMG, Welder, Mine, Movement
Armour 2, L3 Shotty, Mine, Scanner, Resupply -or- switch to HMG
This setup allows for:
4 Heavies: Enough to take down an onos should one be gobbled up.
3 JPs: They can force 2 (or maybe more, if they can get their JP/weapons quickly enough?) of the enemy team to permagorge, and also quickly go back and forth to help out the heavies or base guards. They will also force a lot of the enemy team to Lerk, and if half of the enemy is either Gorge or Lerk, things are a lot safer for the Heavies.
4 GLs: enough to take down webs, or if the marines are beaten back into their base there are enough GLs to have both entrances covered with explosions (two per entrance, and as one reloads the other can fire).
4 HMGs, 2 Shotties: Enough to take down some oni or fades (especially with the GL support), and the shotties should take care of those pesky late-game super skulks who manage to run in circles through the heavy train (yes, we've all seen a skulk weave his way though, biting heavies, and all they seem to do in retalliation is shoot each other's feet).
4 Welders: It won't be easy for the Kharaa to take down the CC, or even the armoury. This is why the base defenders don't need resupply. Just make sure that when someone with a welder spawns they check the buildings before walking off!
3 Miners: By mid-game the marine base should be well strewn with mines, and the defenders can begin to litter the mines elsewhere in order to soften any approaching hoards.
1 Scanner: An early scanner sweep will be enough to keep most of the Kharaa from bothering to ever get this ability; it's more of a deterrant than anything else. Don't wait until half of the opposing team is cloaked before you get this upgrade.
1 Movement: There only needs to be one guy with this upgrade, feeding his team constant reports from the safety of the (mined) base.