Just because I can... since so many people have misconstrued my post with ME being whiny about the current meta, let's touch on that.
The first thing is... I don't care about the current meta. Read that again if you have to, I'll wait. We good? Is your head done spinning about such blasphemy? No? Too bad.
The reason I don't care is because I enjoy being able to line up a big salvo of doom as much as the next guy. However, I've always felt boating weapons was a good way to limit your combat effectiveness. Now, I'm like most BT players in that I wonder what some of the game designers were thinking when they made the stock mechs presented in the tech manuals. Some of those mechs are great, and others are... yeah. But none of those mechs really 'boat' weapons other than the Nova, and when you look at how the Nova used it's tonnage, tons of CER M Lasers just becomes the obvious choice. In the case of the Catapult in the 3050 tech manual, it doesn't even run LRMs-it runs an Arrow IV. It is an artillery unit, so of course it's "boating"-there's no room on it for much else.
To me, the game as it stands is a fun FPS shooter with a very annoying matchmaker that groups me and my friends who got me to play this with them into groups of advanced and borderline pro gamers who probably are dropping 4 hours or more a day. I'm lucky if I can put in an hour a day right now because of how work is at the moment. The heat system feels wonky to me, and actually, earlier in this thread someone explained to me WTF they did. See
Wallbanger.
My only other issue really is that, based on how I interpreted the rules in TT, the only variant of Jump Jets I've ever seen that makes sense in everything BattleTech that ISN'T the board game is Mech Commander, where if you hit J and click where you want them to jump, they ROCKET out to that spot. It's not to say a mech couldn't slowly hover, but when one considers a move action, you can move your full ground speed in a turn (which takes all 10 seconds in the turn) AND fire jump jets, so that tells me right there that Jump Jets make you go pretty fast for a short burn as opposed to not even quite allowing you to carry forward momentum and stalling out in mid air before doing anything useful. In this, they aren't really jump jets so much as they are a basic mobility addition to help mechs navigate sticky (re: terrain that a computer game makes you get stuck on) terrain. The lighter mechs certainly do get viable jump action out of them, but even they aren't rocketing around.
Those are MY issues. This Alpha Strike business however is PGI's bag (and evidently a big topic in the community), and all I'm saying is that if they want to fix it, they need to go to the base systems to restore that balance rather than doing a ton of ineffective tiny tweaks to weapons.