When it comes to ECM. If it did everything it was suppose to do in "Cannon" it would be OP. ECM is not as bad as it -should- be.
The things it stops in the table top is insane compared to what it stops now.
Another thing the players of this game the ones that actually play it and are used to it ... have a table top gunnery skill of like -5 and targeting computers built in. Which is why you see a sever lack of "Staying alive as long as a 100 ton" mech should.
(To counter this PGI gave everyone "Hardened armor" by canon rules the mechs all have twice their normal armor values)
Another thing torso twisting. If pilots do not learn to do this...they -should- die quickly. As it stands everyone aims CT for some ungodly reason, 50% of the players don't even hit R to see where mechs are weak. I've seen people shooting XL having gauss mechs in the CT while both shoulders are exposed and its legs are orange or red internals.
The majority of the problems people complain about can be fixed by just paying attention.
I believe the serious problems is why at random certain players become unable to take AC/Missile damage but laser fire will register on them? Servers randomly Desyncing?
Opinions on ghost heat? I think it was a lovely idea. Just like in any game most players will gravitate toward the easiest most widly used "internet meta" build. The reason you can't boat PPC's no more brings the game back more toward keeping people alive a little longer. If you have played the table top an awesome with 4 PPC's yes could fire all four of it's weapons however it would BARELY ever hit the same location. This goes back to the whole "We have a gunnery of -5 and a built in targeting computer"
I would rather see most of the community not be lazy. Games with 6 LRM mechs or 5 Gauss mechs is just boring when you see ONLY one set up on the field and PGI has done ok at balancing that issue.
As far as clans being over powered? Clan tech even after the nerf is still better. It requires a monsterous amount more disipline to use. Riding the heat curve into the dirt, knowing what you can and can't do. Again becaust it's not easy and people don't want to learn to use it "It needs to be changed" ... I say no...when an IS mech can only alpha for 50-60 on a brawler DDC and he can do it four times, the other hand is the Dire Wolf with 4 UAC'5s handful of small ER's and Medium's can tear him down before he gets there. On the same token if that Atlas sneaks up on the Dire wolf...he should die he let an Atlas sneak up on him.
And for people that do not believe the clan is more powerful ATM just wait until Timber wolves and Storm crows are C-bills. You will see no other medium mechs or Heavy mechs around. They are faster, tougher, twice the fire power of anything in their weight class.
So as far as real problems yes we need a new training system, every time a mech or player equips a new weapon the game should prompt them on how to go to the training grounds. I know there was videos set to this but most new players will not bother with a Tutorial, I'd put money on the fact that the training ground is used by vetern players that are practicing a mental timing on guns, testing heat levels and such.
I think we could be able to pick our opponet mechs, I think we should be able to put any mech into the training ground (Even heros) Mechs that are MC only so people can learn what they look like in game. Plus PGI would get massive reports on hit location bugs (Right now if you shoot an Atlas in its hip joint or most mechs for that matter from the front it will register on its rear torso, go to the training ground and look.)
The entire UI interface is...bonkers bad. A lay out like you were in a base and one way took you to the training grounds another to the mech bays blah blah would give more of an immersion feel and help folks see things. I think when you go to load out and hover over something a video should play on how it works with an option detailed description of how it worked be played. If PGI has money issues doing that I'm sure people would volunteer to be voice actors for them. That way people have quick and easy access to how things work. They've done massive work on it but again i think their inexperience is showing. On top of that their feed back is generally sub par at best. (I'm just as bad my bug reports were almost Nil, most were rage filled cry babies.)
We need more content. More options. The community run stuff is awesome, glad to see PGI step behind some of that stuff. The gifts and such, challenges are pretty awesome.
When I say content I don't mean mechs....yea there is like hundreds and hundreds of mechs. They could have every mech in the all the lore every where and I would not count this as content. I'm talking Maps, perhaps more maps where the terrain can be a hazard (Destroyable terrain). More tactically designed maps. Bigger and smaller game modes (Modes that are perhaps 6 on 8 or something of the such attackers defenders)
Better and more applical uses for support items such as TAG and NARC (they are amazing as they are just hard to use). EXAMPLE Tagging a target while calling an Air strike will let the "Smoke cloud" follow the tagged target (I would not allow this for arty but for air strike it's not so bad 15 damage explosions vs 40 damage clunks to the head or some such)
This would help farther the breaking up of formations. The game gets boring because again, people get lazy, run to the same spot, with the same weapons, and do the same dumb stuff. Arty's and Airs help break up formations and get people moving again. I like them just for that purpose. I would love to be able to drop a support air strike that just drops smoke canisters that block view for 60 seconds or so.
Escort missions. Co-op missions vs computers like assaulting an actuall fortification, a maze of automated turrents with a few mechs there and a time limit. (Perhaps even if its a training sim type deal)
I wouldn't mind some NPC introductioni with the CW...which has potential to be amazing.
My personal opinion. Remove the reverse function from the game for a month, let people fire LRM's while their map is open for indirect fire (This would take their sight from teh battle, it would be wildly inaccrate but still would help break up formations and get people moving and thinking. Hit B open map, click on map where you want to fire your LRM's volley launched, it would have to be with in your 1000 meter range to work and I don't think you should have a "range" finder or a bubble around you, you'd be totally guessing and thats how it should be

Change ECM to work how it is suppose to then take it back to how it is now so people understand.
Meh I'll continue this book some other time.