One thing though compared to tabletop there's
this and
this. Essentially weapons (aside from missiles, PPCs, and Gauss Rifles) fired multiple times over a period of 10 seconds. The heat we generate per shot, was actually generated per firing cycle. Also remember the threshold there is 30, here it's 40 at minimum and over 100 at maximum (but you need frozen city or a clan mech to achieve that in MWO). Threshold only rises in this game and ultimately it is a problem that PGI refuses to see (instead, heat scale aka ghost heat was put to use so they don't lose that arcadey shoot 'em up feel that helps to attract younger players).
So nothing is supposed get as hot or fire as much as they do here. It's a weird and confusing statement, considering that weapons are too hot to fire together at the same time but we'd never get away with generating so much heat in tabletop. 9 ML at 3 heat each would bring you to 90% heat in TT before cooling kicks in.
Here, at 4 heat 9 ML without Heat Scale (ghost heat) would bring you to 90% heat if you had 10 SHS (40 threshold). You can kinda see why SHS is useless in this game in small numbers as the same 9 ML for 10 DHS only brings you to
72% before any cooling kicks in!. That just isn't right, because on TT it doesn't matter what you have; before the cooling kicks in you are always at 90% heat for 9 ML firing cycles used.
With 30 threshold and heat penalties -- even the ones MWO used to have -- no one would be able to fire a lot of weapons at the same time. 4 ML would instantly spike you to 53.33333% heat. Even with 10 DHS, you'd only be able to fire 4 ML 3 times in a row before shutting down on forest colony. But you'd suffer long before then. Apparently though that isn't "fun," even though it'd completely remove all the pinpoint issues we currently have in the game. With the current design it'd also push everyone to ACs since they were never done right.
Of course, if ML were done according to lore as well that wouldn't be the case. Instead there'd be two options. Either we fire once per ten second cycle or we fire multiple times, and the total times you fire over 10 seconds accumulates to 5 damage.