This is the only part of your post I disagree with ...
Quote
About 98% of players fall somewhere in the 45-55% range for skill. Balancing the game for or against the other 2% is pointless.
PGI should be looking at
all their metrics to determine the current state of balance. The "leading indicator" for what is currently over- (or under-) powered is what equipment/mech/module is winning (or losing) the most games in the top tier, because a
slight advantage is all it takes to tip the scale at that level, and they know how to find and exploit those advantages.
Note: I know that not all of the top tier players are min/maxing ... some of them are just spectacular players ... I have had the opportunity to play with or watch some of them.
Once those trends are identified (word of mouth, forum gripes, live streams, youtube, etc.) they will trickle down to the masses and become the "flavor of the month" ... some players will adopt them, others will not ... and then those trends will be amplified across the game, where a significant number of players in the FOTM win more often than anyone else.
I don't agree with everything PGI does, but given that the source material is imbalanced to start with, written for a turn-based dice roll environment and not a first-person shooter, I think they've done a decent job trying to keep things mostly under control, especially considering the game has only been in production for just over a year.
I don't envy the task they have in front of them trying to gently tweak things into some semblance of balance without the game swinging wildly out of their control (like it did during the LRMpocalypse).
Edited by Kageru Ikazuchi, 16 June 2013 - 11:16 PM.