1: Weapon quirks have a tendency to overpower certain variants due to hardpoint access and quirks that stack towards a certain weapon type. This leads to episodes of 'nerfing' where a chassis has it's 'trick' changed, and rage over the 'meta killing nerf' are heard (wubverine?).
2: Weapon quirks on some chassis just don't make much sense (current live servers), in which a quirk exists for a weapon that the chassis only has 1 (maybe 2) hardpoint(s) for total. Or where the variant has a quirk for a weapon that isn't standard to the variant, thus another 'why have this quirk and NOT get the weapon with the variant?' issue.
3: Armor quirks are the least seen quirk. This particular quirk type is just lazy, and used to make up for bad geometry (model design) and hit boxes (model design). Basically making up for the fact that some designs SHOULD just suck. Bad designs should be bad (speaking of lore here), some designs were rushed, had poor design teams, lacked access to better facilities or other reasons. While other were better designed due whatever reasons.
4: THE MOST OVERUSED LAZY QUIRK... The Internal Structure boosting quirk.
Seriously, bad designs and hit boxes can be due to lore (But lets be honest, many, many mechs have terrible hit boxes). Why should a badly designed mech get boosts to compensate that NEVER EXISTED until MWO.
Don't get me wrong, I'm only against those 3 types of quirks. Speed, heat management, maneuverability, and other types of 'quirks' I have no issues with. And a lot of variety could come from the use of those kinds of quirks on the existing chassis.
As a side comment, sensor related quirks should have their primary placement in the HEAD of clan mechs, not the CT. As the sensor internal is in the head after all. But seeing as headshots are ridiculously hard even compared to tabletop battletech, even a sensor crit is less likely than my winning the lottery.
Edited by Elbrun, 13 September 2015 - 09:41 PM.