On armor values:
Current live armor values are acceptable, double the original TT values is fine to compensate for the ability to customize and pack on more weapons than normal. What we saw on the PTS was a bit crazy at times, and really didn't address the overall issue. You can keep adding torso armor and structure buffs, but as a die hard Clan player, that means I will just leg every target I can because the weapons I carry do enough damage to rip through most armor in an alpha or two, not to mention on bigger Mech's are just as easy to hit.
On damage values:
I feel like this is the crux of our problem with balance, and I want to take the opportunity to pitch some ideas here that I posted on Reddit the other day that might bring Clans more in line with IS Mech's.
As it currently stands, there are two school's of thought on how we could balance Clans vs IS more effectively, and one of them I obviously prefer over the other, but either is functional despite one having a skill handicap.
Option 1: Keep the high alpha damage, increase heat generation on laser weapons and increase the cool down of Clan weapons across the board but remove the negative weapons quirks from all Clan Mech's. This means less time firing, more time cooling down overall, but you have to make every shot count, and in a brawl you would be overheating and having a difficult time dealing damage, especially on hot maps.
Option 2: Lower damage on a variety of the problem Clan weapons, most notably the Clan Large Pulse Laser with it's 13 damage, the Small Pulse Laser is currently 6 damage and the ER Medium Laser is 7. Since these three seem to be what many would deem as the problem Clan weapons, with the ER PPC lacking viability in most builds due to how difficult it is to run because of the large heat output it creates while most ballistic weapons aren't very lethal unless boated and still require lots of face time to deal maximum damage. Two of the 3 Clan energy weapons have significantly higher than normal damage values compared to table top, while the ER ML is arguably the best ton for ton weapon in the game bar none, 7 damage at 450 meters for 1 ton is crazy. In TT, the LPL has a damage value of 10, while the SPL is 3 (same as IS). The ER Small Laser should be preferential for lights, but due to it's inferior damage over the Small Pulse Laser in MWO, it isn't the preferred weapon.
I propose that the ER ML retain all of it's current range stats while seeing it's damage drop to 5 (same as the IS ER ML down the road) and heat reduced a slight bit.
The Large Pulse Laser should deal at maximum 10 damage, while the Clan Small Pulse either needs to trade it's damage for less heat or range, make it 4 damage like the IS Small Pulse is in MWO (which means it is still a viable weapon), and reduce the heat generation it creates. These are pretty easy changes to make, rather than sweeping a broad brush over IS Mech's and taking away the fun and great quirks that many of them have that make them pretty good right now.
In my perfect world, Clan Mech's would have better heat management and less upfront damage then they do now, because that is really one of many reasons why Clan tech is so much better. And I think if you reduce the damage on Clan energy weapons, chassis like the Nova might actually be useful if they can pack more ER ML without getting melted from all the heat

I feel like the balance with Clans is in so many ways similar to the poptart meta of days gone by, and now that you can't poptart in IS Mech's due to all the nerfs that IS weapons and Mech's alike have seen all in the name of "balance", you don't really have a play style that can duke it out with the Clans very well, and jump sniping would have been good against them.