So far I am liking what I am seeing but to a certain degree.
The difference in clan laser vs IS laser ranges in how they are dealt with is unique. To a new player, this is NEEDED to be covered in the tutorial. Good change.
Laser range based on hard targeting. Don't like it one bit. Becomes confusing and going to be a mechanic that might be hard for new players. Again tutorial needs to cover it. I get it that it forces people to lock which is good for information warfare. I always locked so no probs on it, but see issues with the sensor ranges being what they might become. Mark one eyeball has been used for centuries of warfare and don't see why that doesn't apply here. I can understand it being used to counter laser vomit, but laser vomit is used UP CLOSE mainly. Of all the proposed changes, this one I think is the worst.
Heat sink changes. Don't know enough to make a educated observation yet But been fooling with SHS. Makes for some builds without DHS on heavier chassis.
No quirks at all is refreshing. No plus or minus. Level field. Like it to a degree, but liked the quirks that were there to round things out. I can see a no quirk system... but...
Lights are way squishy. Locusts disappear quickly. Quirks helped. So more helpful in the lower brackets I think than the heavier ones.
ECM, good, needed to happen. Stopping locks altogether was powerful, but as now how it acts, range should just remain 180. It isn't as good as it was.