To the latter: I'm still quite disappointed to see that they're all* range-for-heat, as with the current run of IS weapon modules. It's a marginal situational benefit with a constant drawback, on top of two startup costs: it seems like a rather bad tradeoff most of the time.
*Except machine guns, which generate no heat.
**Thanks to Heeden for pointing out: the enhanced Narc and the two AMS modules are also weapon modules, so these are also exceptions.

Now, to the former: First, loving the fact that the Master bonus slot is 'Mech. Second, let's see how it's distributed across 'Mechs. Space-saving spoiler tag, go go!
Spoiler
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Notable omissions:
-JR7-K: Its distinction from the -D was that it dropped one CT M hardpoint in exchange for a third module slot. If it now has the same module-set as the -D, it becomes a strictly inferior -D. Suggestion: Buff its modules to 3/2/1 or 2/2/2, or consider quirks to set the -K apart.
-Kit Foxes vs. Adders: With the other ECM 'Mechs getting buffs for non-ECM variants (and/or nerfs for ECM variants as with the Atlas,) it's a bit odd that the Clan Lights don't have a similar treatment between them.
Suggestion: Nerf Kit Foxes to 1/2/1, in line with the Atlas D-DC.
-Heroes that weren't changed: This is mainly because of the heroes that were changed, more a question than a suggestion: why weren't these heroes changed?
Edited by Sandslice, 29 July 2014 - 11:02 AM.