I agree with OP, it's the global rules that are flawed, you can't fix them with quirks, not all of them at least. Those issues are:
Lack of dice roll, not litteraly of course, but since you don't "roll" for hit allocation, nothing stops you from
1) stacking several weapons of the same type,
2) firing them simultaneously and
3) hitting specific component in the process. You can fix
1) via hardpoints or, which is worse, sized hardpoints, both limit customization. You can fix
3) via cone of fire or making all weapons spread damage, this would reduce gameplay diversity since all weapons will work, more or less, in the same way, people will get bored sooner or later and leave. PGI tried to address
2) via Ghost Heat but that works only/mostly for energy weapons and correlates with issue listed below. PGI also address it with Gauss when Dire Wolf was released by allowing you to charge only 2 at the same time. Convergence serves the same purpose but its implementation is rather frustrating. In other words, the nature of two band-aid fixes above can be described as
damage cap, the problem is those solutions only work for particular weapons/weapon family and Ghost Heat affects variables it shoudn't have been (heat itself). Addressing
2) is preferable since you'll work directly with the cause of the problem - focused damage amount, again, without affecting other variables and creating convoluted relations between them in the process.
TT values of heat dissipation. In TT you have an opportunity to fire, say PPC, once per turn, that's 10 sec, MWO has 2.5 reduced recycle times but stock dissipation (1 DHS dissipates 2 heat per 10 sec). This means ACs or other weapons that are supposed to be heat neutral can still be fired "on cooldown" while energy weapons require "heat management" which is nothing more but waiting.
Poor mech geometry (includes size, hardpoints layout and hitboxes mapping), basically a design without function in mind.
Edited by kapusta11, 19 February 2015 - 03:38 AM.