Ah, but, see what Toskesh has done: one can also make modifications whilst decomplexifying, like adding handles to tanks or bicycles to NMGs. I think we can use a revision to make rocket pods out of the Gin na Tonic, and get them non-complex.
For our design, I think we want something naval. Adding rocket pods to the Tornado will significantly help us on land, so we should focus on the theatre where we are behind.
An acoustic torpedo is one option, which would also give us some experience with guidance systems that can later be applied to a missile. I'm writing up such a design now.
E: Something like this.
NAF-A/PST-54 "Blindman": The Blindman is an Active/Passive Sonar Torpedo designed to be a 'fire and forget' weapon capable of sinking anything Toskesh brings to sea (with the exception of hovercraft). It is 21ft long and has a 21" diameter, weighing in at 2700lb, of which 500 is a high-explosive warhead. It is driven by electrical engines, which propel it to speeds of up to ~35 knots for ranges of up to 8 miles. At least, that's the goal.
The engine is electrical in order to be as silent as possible, since a loud combustion engine would interfere with the guidance system. Aforementioned system consists of two phases. In the first phase, the torpedo travel at less than its top speed (~20 knots, in order to both reduce sound and maximise range), whilst a passive sonar system (which activates after travelling a minimum of 500 yards) scans the area ahead of the torpedo for the sound of engines, which it should be able to detect in a 120° arc at ranges of around half a mile. At this point, the speed is increased to maximum and the active homing is engaged, sending out regular 'pings' and using the reflected sound to track the target, correcting the course of the torpedo until the target is straight ahead. The active sonar system has greater accuracy than a passive system of equivalent complexity would (and is harder to fool), and although it could be detected by hypothetical future sonar systems deployed by Toskesh, the torpedo will at that point be too close to avoid easily.
Both contact and magnetic detonators are included. Operating depth can be set before firing. In order to comply with Article II of the conventions, the torpedo will always detonate after a fixed period of time (calculated to occur once it has reached max range).
Torpedo tubes capable of launching the Blindman will be installed on the Herald and the Red Herring (possibly instead of the Ironcaster).
This is a first draft, no details are fixed. Now, last turn, nobody weighed in on the Tornado, and the end result was not as effective as it could've been (we should've done the three-seater for added firepower, I believe). So please don't assume I've considered every possibility and concluded this is the best option.