The fall damage as set in this patch is a significant disadvantage for light mechs. The rate of increase of damage to lights as fall damage increases is higher than that of both mediums and heavies. Lights move fast, and tend to have a lot more airtime as they run down hills, meaning they hit the ground faster. The slightly higher threshold value is not enough to counter this.
Lights are also killed by leg removal far more often than larger mechs, once a leg is gone, it is almost always game over. If I put 32 leg armor on each leg of my jenner, and 32 on each leg of my atlas, the jenner will still get legged more often. With ~40 damage pinpoint alpha strikes being thrown around regularly by large mechs, taking 8 fall damage can often be the difference between losing a leg and being a sitting duck, and doing some nice friendly circles around that enemy assault.
I played around with a spreadsheet, and made this graph of how fall damage could look for 4 common IS battlemechs and one mech I see once a week. The threshold value is dependent on the tonnage of the mech. NOTE: Vertical axis is not scaled properly, it is the thresholds that are of interest.

The formula I used was damage = fall rate - 1500 / mech tons, with 0 damage whenever that formula would give a negative number. I tried some different formulas, but this graph illustrates the idea best. The lines don't need to be parallel, they could be adjusted to give a bigger penalty to smaller or larger mechs, but small mechs will be able to maneuver without losing leg armor, and poptarting victors will get a suitable penalty.
NOTE AGAIN: Vertical axis is not scaled properly. (someone will have missed the first note)
Light mechs should be able to poptart as much as they want, they're fighting mechs that can kill them in one shot to the front CT.