WARNING: LOOOONG POST!
I have returned (for those that rembereth the time before lol) from a hiatus. I wanted to hold off on giving much feedback until I'd had a chance to experience a decent amount of gameplay (outside of CW thus far, strictly as a solo pug running around in my Stalkers so no CW except a few matches here and there yet)
The Academy???? Wow. I am thoroughly impressed. You guys have done an excellent job laying the groundwork to improve the NPE a hundred times over. I honestly loved every part of it. It was challenging enough that I didn't just jump in and gold everything quite yet lol
The entire layout, storyline, atmosphere, it was truly awesome. I felt like I was inside an active world for once. Excellent job all the way around. Just about everything I see implemented into the tutorials was taken directly from a lot of community feedback. As I nearly always say, PGI does listen to feedback even if they act contrary to that at times. In this case though, I can remember many discussions about having an academy like this.
So know that the following feedback is intended to hopefully come up with ideas to help enhance that even further, not to just nitpick or overly criticize. So with that disclaimer out of the way, let me also say, for those who do not know me, I take great care in my threads to help maintain them and keep them constructive. Just keep it on topic and be nice to one another.
Ok, my first suggestion comes from, is this the absolute first thing upon hitting launch on a newly created account a player does? If it isn't, it should be. The intro was a great little blurb that actually hyped the universe we're in and the galaxy we're fighting over. Continue adding things like this. Go back to adding those in-universe announcements and cable news. That's how you're going to hook players into wanting to continue playing. You give them a reason to care about WHY they're stomping around in big robots. So this should be the first thing they should see.
Immediately after that they should land straight into the tutorial mode. Many of us suggested long ago that they be given missions similar to this and a wad of cbills upon graduating. Excellent job on this front thus far. I think the rewards should be a bit greater and the mech piloting diversified. Piloting a Spider is nothing like piloting a Stalker. It helps new players make a more informed purchase when they decide to buy their first mech.
The other little challenge areas are fantastic! Here's where you're missing an opportunity. Simply implement a cbill wagering system and post game-wide top scores for these. Let it become the groundwork for Solaris. These competitions would become a great cbill sink. Then open up the true arena mode and let the community go crazy with everything from 1v1 to FFA 24mans. Set up league structures if you want. Let those solo and small groups and such (just like in TT lore if you want to get down to it, washed out mercs, merc units rebuilding and just starting, glory house units, etc.) Have an area where they can play with less pressure of the CW and play with much less restraint.
I promise if you do this you're going to see a whole new level of interest from both within and from outside this community. You will see the beginnings of your esports. Now from there you separate CW into the "military campaign Inner Sphere War" side of things. You give players two separate hangars. You can grandfather in accounts, give options for long-term players, etc. If you log into the CW servers, you are now involved in the intergalactic war and you don't get to "customize your strategic and optimal location and mech design each and every time" and you implement a tiered mission style similar to what you already have. (I'm getting a little off-track here with CW and I'll be posting on that in a separate thread so I apologize but I'm wanting to show the separation of this and CW)
From there you create social lobbies. You create an area for your streamers, youtubers, facebookers, etc. to congregate and help promote your game! Sure you're going to spend a bit to get some community managers and a really strong presence on the forums and beef that all up a bit, but I can guarantee you that combined with the other suggestions it's going to more than pay for itself. I am also fairly positive you can get many from the community to help moderate.
The cadets, upon finishing that basic tutorial and prior to begin free roam of the academy, should then be taken to the "Mech Lab" and allowed to take out 1 (you could tie this in with the current trial rotation) mech from each weight class. They could then take any of those mechs into any of the training grounds. You have record scores and times for each weight class. (Even more esports and epeen potential lol). You've just created the Solaris Games and Solaris Training Academy.
Keep giving bonuses and require the "cadets" to complete xx amount of multiplayer matches with others in the NPE queue. Allow veterans (who have been vetted and approved of by PGI) to have access to this queue and chat lobby as well. They can be there to assist new players and give helpful answers and advice. This community will be surprisingly welcoming of newcomers I promise. Sure there will be a few who will "test the waters", but I honestly believe that there's a LOT of people within this community want to make everything about it better.
Anyhow, these vets will be given access to a training mech (again could be tied to trial rotation) as well as a special trainer mech. This mech could be something like the Chameleon (Classic training mech) and only those who dedicate that time to help improve the game and community can reap that reward. Forget $500 mechs, I'm telling you right now, that right there? Whatever mech you put in that spot, would become one of, if not THE, most coveted mechs in the game. Not to mention the goodwill it would create between you the community. Showing us a little trust. We're grownt adults as well PGI, we want this to succeed.
You also give recruits access to a free mech lab. They get a "free" (only to use within the academy before they graduate and get their own hangar) hangar tied to the current trial rotation and several million cbills so that they can also learn the ins and the outs of the mech lab before blowing their first several million on mechs and designs that they don't enjoy playing. You give them a much more informed decision on how and where to spend their cbills as well as get them experience in optimizing and playing in the multiplayer environment before dropping them in alongside of and against long-term vets with optimized mechs and loads of experience in the game.
Finally, upon graduation of the academy they can either enlist in one of the great IS Houses, slip onto a ship and set out to find his heritage among Kerensky's path, or slum it on Solaris and grind it out as a Merc or SOlaris games pilot.
You integrate Solaris and the academy like that and implement just a few changes here and there to what you already have implemented into the game and I'm telling you, you just created that vibrant universe, in-game economy, Esports environment, CW military campaign, AND story all in one swoop! Talk about expansion! The best part? The only thing you'd need to add in order to tell your story?
Simply add in a quick 30 second animated promo about Kerensky and clan-life according to the archives. Make it a "class" a cadet has to take before choosing to "defect". Now look, I know I've left the clans out of this, but I haven't forgotten about them. It's just not for this thread and I think what I've suggested would do wonders to boost the popularity of IS mechs in general and take some of the "stress" off balancing for a bit.
If it works out, you can easily work a similar system into the clan side of things with trials and such. Have the "defectors" have to fight a clan training course similar to what the IS does, just in clan mechs. Make it take no longer than 10 minutes max (Hey, that's the price you pay traitors! lol) and then they pick their clan. Heck, I'd even be willing to see how many people would be willing to bet pink slips in matches

Anyhow, I know this was a long post and appreciate anyone who took the time to peruse it. I just wanted to give an honest interpretation of where MWO is now in this particular case and where it was. How it has improved and how I feel it can be further improved from the perspective of a long-term player.
TL;DR
yea right, don't be lazy lol
Remember, keep it constructive please. Let's discuss how to improve the game whether you agree with my ideas or not.
