So the idea is, the Skills tab will remain the area where Players can unlock Modules and Module Slots for our mechs with XP and GXP. Then in the Modules tab in the Loadout area, we can then decide what boosts we will actually mount on our mechs.
This image below shows one example of how each mech in our Mechlab could have their Profile presented to the Player, showing a different combination of available Slots for different Mechs. This way, depending on what Module is chosen, the affected Attributes will change in the Display.
This section shows possible items that could be available to slot in the Pilot Tree. This could be made up as once something is slotted, you would need to pay a fair retraining fee to make any changes.
Modules could be set as swappable or have a fair installation fee to add and remove items here.
Consumables could be set as freely swappable since they have a cost once used in a match. The only question is how UI 2.0 might be setup to maintain an available stock of consumables between matches and so on.
So if we have a Warhawk C with eight slots unlocked, it could have this kind of Module loadout, for example:
Such a system could allow for equipment such as BAP, TAG and the Command Console to add additional slots for Modules so that there is further incentive to taking on such equipment,
And/or even consider having equipment place restrictions on what Modules can be taken.
For example, BAP would be needed to provide additional Sensor adjustments or Launching UAVs, TAG would be needed for calling Strikes. MASC would prevent Speed Tweak from being available, Coolant Pods would be needed to use Cool Shots and so on.
Depending on how progress continues with the PTS testing and the Rebalancing, and if this idea can work, then there should be little problem in scaling up whatever is necessary to keeping this sort of customization challenging and rewarding; such as increasing the costs for unlocking the various elements in the Skills tab, increasing the cost of unlocking slots, and/or adding costs to swapping between items and so on.
This spoiler tag has older pics with older ideas for having the efficiencies, modules and consumables.
Edit: Cleaning up Post
Updated Image
Edited by Praetor Knight, 17 September 2015 - 09:19 AM.