Here is the crafting table from Steam Warriors, I personally like this method of combining functions to create effects (as will the ones I picked out for cerebral matrix add-ons, prices will likely vary):-
Air Generator: 70gp | 10 lb. [An air generator is simply a pressurized metal tank that stores and dispenses breathable air. A single air generator can provide enough air to sustain one medium creature for one hour. It has a single gauge at the release valve to indicate the remaining pressure within. This duration is doubled for each size category the creature is smaller than medium, and halved for each it is larger.]
Automator: 200gp | 1/2 object [An automator is a collection of springs, coils and bolts that can be used to automate another device, allowing it to perform a task of up to three simple steps. The other device must be something that lacks the parts needed to do the task at hand. ]
Autoforge: 1000gp | 20 lb. [This complicated apparatus resembles a gutted mechanical spider. It is heated by coal and cooled with a water supply. It contains a set of articulated mechanical arms, hammers and an anvil surface. The autoforge can produce a single type of armor, tool or other weapon, and functions as if it had 10 ranks in the related Craft (armorer, blacksmith, or weaponsmith) skill. Since it is without intelligence, the total check is +10. Although it works continuously, it only produces the same amount as a smith working at a forge. It takes a week and costs 100gp to retool a forge to make something else. An autoforge cannot make masterwork items unless it has a discriminator. Adding additional automators and tools to the autoforge reduces the the time it takes to make an object by 5%. The time cannot be reduced further than 50%] <requires a cerebral matrix to function>
Balloon: 10gp | 3 lb. [A balloon is a large expanding container in which air or liquid can be stored, a medium balloon can hold 100 quarts of material, inflating a balloon without mechanical assistance requires 10 minutes. Using billows reduces the base time to 1 minute. A balloon can also be used as a flotation device. If filled with air or some other gas that is lighter than water, a balloon will hold an object of 200 pounds afloat. When combined with a heat-producing object, a balloon can be turned into a hot-air balloon. A hot air balloon can safely raise or lower itself 10 feet per round and can raise 100 pounds of weight. These values double for every increase in size above medium. A balloons surface hardness is 3, any damage that penetrates this deflates it.]
Billows: 5gp | 3 lb. [A billows mixes air with a pumps output to create clouds. A billows converts a normal attack into a cone with a range equal to its previous edge. The cone's width at its furthest point is equal to its range.]
Boiler: 40gp | 20 lb. [A boiler increases the force that the steam engine can exert. It makes physical outputs of the steam engine more powerful. A steam engine with a boiler can generate twice the force it previously could. This doubles the weight it can support and the strength of any attacks. For example, a boiler allows the steam engine to turn a rotor arm of twice the normal length. Boilers can be stacked, within reason and space. Their effects accumulate arithmetically, not exponentially. Each boiler requires fueling to function.]
Clockwork Locks: simple (DC 20) 40gp, average (DC 25) 80gp, good (DC 30) 160gp, superior (DC 40) 300gp. | 1 lb. [A clockwork lock uses hydraulics and interlocking gears to interfere with a devices proper functioning, unless the required key is used. Restrictions on a locking device can shut down the entire thing or just one aspect of its function, This is determined on creation and cannot be altered. Every additional mechanism combined with a clockwork lock (such as an identifier) increases the Disable Device DC by 10 to a maximum of twice the locks DC.]
Heat-sink: 100gp | 2 lb. [Tubes of air-cooled water, vents, gear driven fans, or corrugated metal grills help the device bleed excess heat faster. The cooler grants the device and its contents a +4 bonus on saving throws against heat and fire effects.]
Dehumidifier: 20gp | 30 lb. [A dehumidifier uses 100gp worth of extremely fine silk to pull moisture from the air. In normal conditions, it produces half a pint of water each hour. In rainy conditions, this is doubled in arid conditions, this is halved. In extremely dry areas, the rate may be quartered. Although a steam-powered dehumidifier may make little sense, keep in mind that many steam engines are powered by materials other than water. Moreover, even a water powered dehumidifier produces more moisture than it consumes.]
Diffuser: 10gp | 1 lb. [A diffuser is a small device that takes any sort of energy output and distributes it in weaker form over a large area. A diffuser attached to a pilot light, for example, would provide comfortable heat over a 20ft by 20ft area. A water generator combined with a diffuser fills an area with a fine mist. Or even aerate a water tank using a air generator.]
Exchanger: 60gp | 20 lb. [An exchanger is used to exchange one substance for another. The most common exchange is to swap air and water, often to empty an area of water and fill it with air. This effect can be used to drain flooded areas or to create an airlock system. An exchanger neither creates nor destroys air and water, it merely moves it from one place to another. It can move a 5ft cube of material over the course of a minute. ]
Expander: 500gp | 1/6 weight of subject [The expander makes an item larger. The expander is some-what easier to install than a folder, but it also cannot be removed without its destruction. A single expander can affect an object of up to medium size; two expanders are needed to affect a Large object, for for a Huge object and so on. When the expander is activated, it causes the affected object to become one size level larger. This does not increase the devices mass, so an equipped device comes with some additional weight to retain structural integrity, objects with an expander weight 15-% more than normal. Expanding a medium device or smaller takes a full round action, increasing by one full round action per increase in size from medium.]
Extender: 100gp | 5lb. [Whether by concentric hydraulics, folding joints, or overlapping plates of metal, an extender allows the device to which it is attached to unfurl to a reach of 10ft as a standard action. Additional extenders increase reach by another 10ft each but double the weight and time to reach full extent.]
Fan: 30gp | 10 lb. [Built of a rotating set of blades, fans are able to direct air currents within a limited area. They can be used to disperse clouds of dust, smoke, or similar materials and direct them in a specific location. When a fan is placed, its direction must be decided. Once it is placed, any gas, fog, or smoke in squares directly or diagonally in front of the squares is busted back one 5ft square. Beyond this range the wind created by the fan is not strong enough to move the gas further. Increasing the size of the fan increases its facing, the number of squares it affects, and pushes the fog back 5ft further, meaning a Large fan will push 15ft. Gusts generated by a fan is considered a moderate wind for the purpose of dispelling obscuring mist and similar effects. If a fan is attached to a flying or floating vehicle, it will move that vehicle forward 5ft per round, increasing 5ft by size as above. A fin must be attached to it to direct the effect however.]
Filter: 50gp | 1 lb. [This small device removes impurities from an element. Attached to a face mask, this can provide a +4 fortitude bonus vs inhaled poisons and diseases. Applied to a source of water, it can filter out impurities from the liquid in order to make it safe to drink. This excludes corrosives and poisons, but can make dirty or waste contaminated water potable.]
Fin Apparatus: 35gp | 8 lb. [A fin apparatus has a variety of functions. It can be used to steer any sort of aerial or submersible vessel. It can also be used to direct the current of energy from a device (excluding sonic). Multiple fins can be combined to create an S shaped flow.]
Flywheel: 280gp | 3 lb. [A flywheel is a series of cogs and gears with teeth of different measurements. The flywheel can be used to speed up the functioning of any other device. A device fitted with a flywheel operates twice as fast as normal. This doesn't affect power output or damage, nor does it let the character gain an extra attack. It only improves the speed of objects that move or require a specified amount of time to function. No more than one flywheel can be fitted to each device.]
Folder: 2000gp | 1/6 of object [The folder is an apparatus of springs, pipes and joints that can be especially fitted for a construct or mechanical object. When activated, a folder will compress the object it is built into, compacting it and sliding components together until it is much smaller than it started out. It effectively reduces it by one size incriment, the device can no longer function when folded. Folding an object takes one full round per size increment above medium.]
Fuel Tank/Hopper: 10gp | 6 lb. [A fuel tank/hopper increases the length of opperation time available for items. By increasing the size of the fuel tank/hopper, the amount of fuel and thus the length of use doubles, as does the cost and weight of the fuel tank.]
Gearbox: 50gp | 4 lb. [A gearbox is a set of changeable gears, ranging from the small to the large. They transform the ratio of power in a physical action, such as a melee attack. A small gear makes the device move slower and steadier, providing more accuracy. A large gear provides tremendous power, but the resulting action is fast, shaky, and less accurate. The device can add or subtract up to 5 (but no more than the user's bab) from its base attack bonus and apply that to damage for melee weapons. Once an amount is chosen, it cannot be changed until the gear are changed. Changing gears is a movement action. A discriminator allows the gearbox to change once per round as a free action. Each flywheel increases the amount you may change or increase by another 2.]
Springs: 20gp | 10 lb. [A large set of springs that can be used to boost a creatures ability to jump or cushion a creatures fall. Two springs must be used for medium creatures, this doubles for every size increase. Springs may be in two states, compressed or open. While compressed, the springs can be activated as part of a Jump check to gain a +4 bonus. Compressing the springs again requires a full-round action. When uncompressed, springs can be used to reduce falling damage, By making a Tumble check (DC 10), the wearer can orient the springs down and reduce falling damage by 1d6. Objects without a dexterity score can benefit from this if they are purposefully dropped in such a fashion that they land on the springs. Doubling the number of springs doubles the bonus gained and the falling damage reduction, but the number of springs can only be doubled three times before the item can hold no more.]
Hydraulic Arm: 100gp | 15 lb. [A hydraulic arm can be any manner of mechanical device that performs a single movement with great power, such as bending metal beams, hammering with nails , or breaking wood into smaller pieces. when a hydraulic arm is constructed, it must be designed to perform a single task, which it does with a Strength of 20. The hydraulic arm may be built for use in combat, but it suffers a -4 penalty to attack rolls due to its awkward shape and rough controls.]
Pilot Light: 120gp | 6 lb. [The device produces a tiny flame, the flame cannot be extinguished unless it is submerged or cut off from a supply of oxygen. The flame is too small to be used as a light source; it illuminates only a 5ft by 5ft area. It must be connected to a flammable liquid or gaseous fuel source to remain lit, and can in turn light inflammable materials it comes into contact with. It is however to small to deal more that 1 point of fire damage in melee.]
Pump: 35gp | 2 lb. [Adding a pump allows the steam engines output to be directed into different devices, or for reservoirs of liquid or gas to be projected into or out of an area. This item needs to be powered to function.]
Rotor Arm: 500gp | 10 lb. [A rotor arm is a metal rod that rotates. A normal steam engine can support a steel rod up to 5ft in length. The rotor arm can rotate at various speeds. At its highest settings, the rotor arm has a number of uses. Held in front of a character it can cause 1d8 damage on a successful attack, although it has a -4 penalties to use due to its unwieldy nature. A shaped rotor arm can also provide a crude form of lift. A normal rotor arm can lift 40 pounds at a speed of 40ft per round with clumsy maneuverability.]
Release Valve: 15gp | 2 lb. [A release valve is a small device that activates other steam powered devices when certain criteria are met. This is most commonly used as a safety shutdown for high pressure boilers, venting the steam if it reaches dangerous levels.]
Seal: 5gp | 0.5 lb. [A gutta-percha seal can be used to stop the escape or entry of gases or liquids. Each use of a seal can secure one medium device or point of entry from either all gases or all liquids. Used on a device, this can protect the inner workings of the device from damage by water or other substances. A seal breaks down when exposed to extreme environments such as acids, corrosive gases, lava and other similar substances.]
Spring Winder: 200gp | 5 lb. [Spring winders are added to devices that run off clockwork power. Once installed, the spring winder may be activates as a swift action, boosting the host devices physical abilities by +4 and increasing the host's movement by +10ft. These bonuses last for ten rounds and may only be used once per day. for devices that don't have physical abilities, the spring winder doubles the power of a clockwork device for 1 minute, much in the same fashion as a boiler does for steam-powered devices.]
Stabilizer: 75gp | 25 lb. [A stabilizer provides extra balance to an object or person through a gyroscope and a series of small lead weights. The stabilizer provides a +4 Balance checks, and a +4 bonus to resisting bull rushes and similar attacks. In addition, the device cancels circumstantial attack penalties of up to -4 causes by high winds, unstable ground, or other situations related to poor balance.]
Steam Jet: 50gp | 15 lb. [A steam jet produces an extremely high pressure burst of steam, which can be used as a rudimentary propulsion system for the short time that the wearer stays in the air. A single steam jet will allow a medium creature to fly with a speed of 10ft and poor maneuverability for ten rounds. Alternately, if attached to a Medium water craft of flying device, the speed of the vehicle may be increased by 10ft for one minute by using a steam jet. Anyone in the square immediately behind an active steam jet is dealt 1d12 points of fire damage, reflex save (DC 14) for no damage.]
Water Generator: 45gp | 12 lb. [A water generator is a one-gallon water reservoir connected to a mechanical distributor. Multiple water generators can be combined to allow a larger reservoir. Alone a water generator is little more than a mechanical canteen.]