So, having established that I'm happy and think PGI has done a mostly solid job (7.5/10 - up from the current Mechlab's 3/10), this article is going to focus entirely on what needs fixing and improving. I recorded a video as a supplement / alternative to this article, and you can find that linked below. The order I tackle things in the video is slightly different to eliminate the need to jump around the UI.
Link to the Video Version
I've divided the suggestions in each category into two tiers: essential and helpful. The three essential fixes in each category are changes I believe are necessary for the new UI to earn a solid A grade. Titles that are links (blue) point to pictures and UI mock-ups, so be sure to check those out for a better idea of what I'm talking about.
Disclaimer: My mock-ups are sick, bro. MS Paint and my limited graphic design ability can only do so much, so take the examples for what they are - basic concepts, not honed execution.
'Mech Selection Screen
Essential
- Re-Sizeable Grid - One of the biggest problems is the claustrophobic 'Mech Selection screen. There should be another dropdown menu that allows users to select grid sizes up to whatever their resolution can support. Being able to go 6x5 would feel a lot better than 4x3. I also like /u/sabujo's solution. An alternative grid view like his would be nice, but I also think it's important to let players re-size the list view.
- Detailed 'Mech Stats - The detailed 'Mech Stats page needs to be accessible from the 'Mech Selection screen, and not just as a hover-over.
- Heatsink Display - The heatsink display needs to show the actual number of equipped heatsinks. It's an important number that is frequently included when sharing builds, and there's also no reason for it to be all-caps when structure and armor are listed properly.
- Save Sorting Options - Sorting options in the 'Mech Selection and 'Mech Skills screens should be remembered between sessions. If you get used to any of the other filters, it's a pain to change them every time. If a grid-resizing dropdown is added, this will become essential.
- DPS Displays - Burst DPS and Sustained DPS are two stats I would like to see added below Firepower. Knowing your maximum and sustained DPS are just as important as knowing your alpha.
- Hide Loadout Non-Scrollbar - Get rid of the Loadout scrollbar when it's not needed.
- Ghost Heat Warning - The Ghost Heat Warning icon is fine in the upper right corner of the stats list (helpful, even), but having it on the main 'Mech Selection icon is aggravating.
- Faster Scrolling - The scroll speed should be way faster; it's laborious enough at this point that I always drag the scrollbar with my mouse.
- Collapse / Expand All - Collapse All and Expand All buttons would be a nice addition, though I'd say it's absolutely the lowest priority.
Essential
- Color-Coded Collapsible Lists for the Warehouse - /u/sabujo made this fantastic mock-up, and it's exactly what the Warehouse should be. The toggle buttons are okay, but expandable lists are used prominently throughout the UI. Why not continue to use it in the place most well-suited by the design? The color-coding adds an extra touch of organization, and of all the things I hope PGI does, this would be my top pick.
- Proprietary, Sensible Sorting - Equipment sorting should be proprietary. Lasers make no sense sorted alphabetically, or by tonnage, or by criticals, or by any other current metric. They should be in groupings that make sense in the context of the game. An example for the way energy should be organized: SL, ML, LL, ERSL, ERML, ERLL, SPL, MPL, LPL, PPC, ERPPC, Flamer, TAG. I've wasted an eternity's worth of seconds looking for items because they're sorted AC/10, AC/2, AC/20, AC/5; fixing it should be trivial, and it would be a huge boon to organization.
- Item List on Checkout - There needs to be a list of items on the checkout screen so you know what you're spending money on. The Redeeming Items screen should have a similar list; I've lost count of how many things I've gotten without having a clue what.
- Critical Slot Count - There should be a critical slot count by the tonnage count in the Mechlab.
- Engine Rating Number - The engine rating displayed in the CT is a bit off aesthetically. They need to make the number bigger and get rid of the box.
- Detailed Stats Page Changes - The detailed 'Mech Stats page, like the 'Mech Selection screen, needs a non-capslock heatsink count, could use Burst and Sustained DPS displays, and would benefit from the scrollbars disappearing when not necessary.
- Strip 'Mech... - "Strip ‘Mech" sounds intimidating because it gives the impression that a single click will strip everything. With the customary ellipses that indicates the button brings up a dialog box (i.e., "Strip 'Mech..."), I think a lot more users would discover that great module-stripping functionality.
Essential
- Expanded Equip Area - As /u/Polojilarious noted in a post earlier this week, the precise equip area is not a good thing. My cursor already has to travel a long way; it shouldn't require pinpoint accuracy to drop things where I want them. I should be able to drop an item pretty much anywhere on a component and have it slot in.
- Do Not Want Replace - I suspect the reason for the precise equip zones is the new "replace" functionality that was added where you can replace a component by dropping another on top. I can't stress enough: we do not want replace functionality. It's a nice idea on paper, but it will lead to more unintentional replacements than purposeful ones. Most people build sequentially, and having big equip zones is more of a convenience than a swap functionality we'll never use (at least not on purpose).
- Weapon Slot Selection - We desperately need a way to select which weapon slot each weapon goes in. As an example, the first two PPCs always go in the lowest slots of the BNC-3M and the lasers mount up high. So if I want high peeking capability for PPCs and pulse lasers down lower for the brawl, there's no easy way to do that. There needs to be some UI element or separate hardpoint screen where I can move weapons into specific slots instead of being forced to deal with it or try some hacky work-around.
- Double-Click to Add - In Column mode, double-clicking items in the Warehouse should equip them to the selected component. It would require a little extra work to function in Expanded mode, but it would be a nice bonus, even if it was just lazy and added to the first available slot left-to-right.
Some people are clamoring for an updated grid view with custom lists (another great piece of work by /u/sabujo), and as much as I'd love to see it as an eventual alternative, I think the collapsible lists work fine. I'd rather they fix up what they've got before spending the time to make a reworked grid view, and I certainly don't want to see the list display replaced wholesale.
If the essential recommendations laid out here are followed, the Mechlab will end up a solid 9/10, and the helpful ones would bring it up to a 9.5. Almost every feature in this game has been dropped on us in a state of quality ranging between 50% and 80%, and I truly hope PGI takes this opportunity to nail one of the most important aspects of any MechWarrior game by listening to some of this feedback. And again, all credit for the most important recommendation I'm making to /u/sabujo. It's a great design, and I really hope PGI uses it.