We normally play between 5-6 games throughout one of our LAN weekends, but this time we loaded up MWO and ended up playing it ALOT. I should note this wasn't planned, but just about EVERYONE enjoyed the game enough that we just kept playing it. As far as I can tell every new player plans to continue playing.
We had 7 new players, 3 Founders and 1 Beta experienced player (won a beta invite about a month ago).
I had never compared my cbill income with other people before, and it was surprising. I hadn't thought about how much faster I pull cbills with my Founders account, but it really showed comparing to the new players. Our Beta player, who had earned I think 4 mechs prior to the reset got frustrated enough to buy a MC package enough to get the YenLo Wang to speed himself up.
When it came down to it, they were getting between 40k and 80k, going as high as 100k on an exceptional game. We probably won as much as we lost, with more losses in the evening (EST) as there was a higher chance of pulling an 8 mech clan to fight us.
This felt too slow to me. This is my opinion, take it or leave it. I'm not going to argue with anyone, I really don't know what is considered acceptable for a F2P model.
They scraped with the trial mechs, each finding something they could get into (typically the Raven or Awesome) and (I think) they all ended up with Jenners or Commando's by the 2/3 mark of our weekend. If I had to guess, I'd say we did around 80 matches on the weekend, with some doing more and some doing less.
Of course we encountered the issue that is prominent currently, where the game crashes back to the desktop. Some players got it more often than others, but pretty much everyone got hit at least once.
The Social tab needs work, but you probably know that already. Even with everyone in the same room it felt kludgy. Go use Steam for a month and come back to us - and Steam isn't even all that good.

We found ourselves having to restart the software often - when the game would "Failed to find Game" every time.
BUG - When inviting a player to a game, if their mech doesn't have enough heat sinks (he's weird, and new), it will allow him to join the match, but then gets immediately disconnected, resulting in the team being down one. So whatever code checks your mech for heat sinks isn't operating when attached to a group.
Please fix up the lingo of the READY / NOT READY button. Clicking the NOT READY button to become READY is backwards to everyone who was there. Also having to click ready again after failing to find a match is annoying at best.The inability to click NOT READY to become READY when in the mechlab is annoying as well.
I'm sure I'm missing something, but I'll followup if I remember.

Tip of the day - 7 computers on one circuit is probably too many!