I realized the reason these two trends bug me is because in tabletop BattleTech (yes, I am one of those people) there was one thing that made them less likely: the physical attack phase. A Locust may catch a LRM-only Catapult within the 180m minimum range, but if it is not careful it can get 65 tons worth of kick in the face: that's 13 points of damage, which was exactly enough to fully destroy the 1V's side torso; a defanged Atlas could still dish out 20 points of damage with a kick. Not to speak of punches, or physical weapons like those carried by Hatchetman or Axman, which made them really cool mechs.
Atlas pilot: "It's just a flesh wound!"
![Posted Image](http://unsane.info/wp-content/uploads/2015/02/black-knight.jpg)
Now, of course this would throw the current balance off, giving a perhap an unfair adavantage to heavier mechs. One could compensate by rewarding lights with more XP and c-bills for evading attacks, recon or map exploration. But physical attacks could also be implemented as a high-risk high-reward system: maybe not falling down after failing a kick like in tabletop, but some kind of stun or loss of momentum. Plus I think concentrating on punching and kicking instead of firing can be enough of a disincentive for heavier mechs, sort of a weapon of last resort that lights should still be able to avoid.
I wonder what other people think. I know it is highly unlikely the game will ever include physical attacks, but do you think they would improve the game, or just add an unnecessary layer of complexity to this messy meta of ours?