I like the asymmetric balance idea, but it really works best in tabletop, or some game structure that involves multiple-unit control strategy like Mech Commander. In a game where one player controls one unit at any one point in the game, you don't want the majority of players feeling like they're shafted and they have to 2v1 every single enemy unit to stand a chance.
That's essentially what you gotta do in tabletop, after all...
Due to this, I think the symmetrical balance is a better fit for an MMO MechWarrior game. The key is to find a balance that still retains a stark difference in military focus between the IS and Clans:
- Customizable Structure vs Logistical Omnipods - keep Battlemechs fully unlocked but lock the hardpoints, and keep Omnimechs structure & engine locked but the omni-hardpoints are customizable.
- Slightly Cooler Weapons vs Slightly Longer Range - keep moving towards a fairer balance between the two.
- Better Weapon Mechanics (grouped lrm cluster, less AC spread, shorter beam duration) vs Lighter Weapons - the lighter Clan weapons mean lrms and ACs take more time loading ammo into compacted firing platforms, and beams take longer time releasing charge.
- Faster Cooldown Times vs Stronger Weapons - we need to strike a better balance here so that the average-dps between the two schools of thought is about the same.
If we can iron out the disparity in strength between IStech and Clantech now, we won't have to re-introduce MORE quick-fixes when IS Omnimechs finally take off.