Common Superweapon Tags
There are, of course, common functionality that may be passed among multiple, different types of superweapons. As such, they are quite handy.
EVA Event Announcements
For most superweapon types, you can specify EVA announcements for Ready, Activated and Detected. However, should you not want any sounds at all, simply specify <none> or none as your value.

For example;
[SomeSpecial]
EvaDetected=[EVA Sound] ; Rigs up an EVA announcement to all when the containing building is constructed.
EvaReady=[EVA Sound] ; Rigs up an EVA announcement for the player when the superweapon is ready to be fired.
EvaActivated=[EVA Sound] ; Rigs up an EVA announcement to all when the superweapon is fired.
[EVA Sound] is any valid, listed sound from evamd.ini.
Custom And Alternate Lighting Effects
For superweapons like Lightning Storms, Psychic Dominators or Nuclear Missiles, custom lighting effects may be employed.

Tags that can be used;
Lighting=[bool] ; Toggles lighting on and off.
LightRed=[int] ; Amount of red light to use.
LightGreen=[int] ; Amount of green light to use.
LightBlue=[int] ; Amount of blue light to use.
LightAmbient=[int] ; The amount of overall ambient lighting to use.
LightGroun=[int] ; The amount of light to apply to low ground.
LightLevel=[int] ; The amount of light to apply to level ground.
LightAmbientChangeRate=[int] ; The amount of time, in minutes, between ambient light recalculations when a superweapon is fired.
Automatic Fire
Any superweapon can have this placed onto it but any that require manual targeting will not automatically find a target. They will simply fire on one of the edges of the map.

AutoFire=[bool] ; Invokes the autofiring logic.
This is best used for the MoneySW or SpySatSW types.
AI Targeting
This is described in further details over here.