Especially with the tendency towards high-alpha-gameplay - which not only means that the mech is build for a high-alpha damage, but also that the player usually and often only does alpha strikes instead of firing his weapons individually - this means very fast deaths. "One-hit"-deaths in medium mechs are no rarity anymore.
What to do against this, without nerfing weapons, without adding overly complicated mechanics (ghost heat) or penealizing people who want to play that way? Well, I certainly don't have THE perfect solution, but I have an idea:
ARMOR THAT FEELS LIKE ARMOR
Instead of another pool of hitpoints, armor should work a bit different:
1.) When there's 1 point of armor left and this location is hit, this last point of armor should absorb ALL the damage of the hit, then set to zero. Only the next hit will hit the internals.
Think of armor as plates of armor. A laser hit melts the last plate away and by vaporizing, the damage of the beam is absorbed. If hit by a rocket or projectile, that armor plate is blasted away, exposing the internals to follow up hits.
2.) To take this a step further, this mechanic should expand to alphas. Incoming fire on the same location and in a certain, very short timeframe, then counts as one massive hit to that location. Armor is zero-ed, but internals are not damaged.
This way, a synchronized alpha of, lets say, two ac40-Jager does not core a medium mech, not right away at least. It almost kills him, it makes him ripe for the coupe de grace.
Now before you call BS and think this sounds unfair, let me remind you that...
- this would of course work for all mechs, so even your ac40-Jager is better protected

- imho this would make fights to last a bit longer and make them more interesting
- it's a nerf-free approach, at least in regard to weapons; it's an armor-buff
YAY or NAY? ^^