Okay, I'm only on page 2, here, but I've read enough to know that most of what I'm reading is also what I'm thinking, so just a few points from me...
1. WHEN you redesign the basic documentation for CW, which has been recommended a couple of times, here, and you actually start using the lore, the way you should have been in the first place, I want a contracting system that takes the best of three worlds... a) Mercs Handbook,

Mercs Handbook 3055, and c) the contracting systems from Mercs 2 and 4 computer games;
2. Coming out of that actual robust contracting system, I want to see objective-based combat, including raids, intelligence gathering/scouting/recon, actual skirmishes (not just a game-mode), and all the bells and whistles that made tabletop so excellent for more than 25 million players at one point, the world-round;
3. ECM is horribly bad, as it makes ECM-equipped 'Mechs non-lockable, but it also makes it nearly impossible to get a lock on anything. The way ECM is now, it denies the opposing team of potentially hundreds of tons of assistance, and for each ECM 'Mech equipped beyond the first, the likelihood of the other team winning drops a solid 33% each.
4. Light 'Mech's are far too maneuverable considering their weight distribution, and a mechanic needs to be built to deal with speed:turning radius. If a 'Mech wants to turn fast, it has to slow down, and if it is slowed down, it can turn fast; right now, Light's do not have to slow down to turn, and there is no fall probability for them going too fast and turning at the same time. Inertia should be utterly horrible, and yet they can turn on a dime at 100+ kph, and that's just not right. It is also impossible to clear your baffles if a Light 'Mech gets in them, and it is excessively, stupidly easy for a Light to kill anything heavier than it is, as long as it can keep up the maneuverability.
5. Assault 'Mechs are supposed to be the kings of the battlefield and, though they're supposed to also be rare, they should be returned to this status.
6. I know you, PGI, want to keep battles relatively close, and short, but I'm into maneuvering, using tactics and strategy for the win, so we need bigger maps to be able to do that.
7. Along with the IS star map, when we click on a planet, Commander's should be able to see their attack or defense postures, and be able to move parts of their unit around -by Lance, Company, Battalion, etc.- and be able to set up attacks or defenses. This super-simple idea you have of playing multiple rounds on the same map to take planetary percentage was shot to death on September 17th, 2013, and that mahucka should stay dead.
8. Bounty games... poppycock!
9. Give us what's in the books, it's what many of us want, and those who don't know about it, or don't want it, won't want to worry about it, anyway, so give it to us who want to build this community so large that you'll be required to open more servers to handle the load on a daily basis.
Yeah, I think that about covers me.