Reddit cross post: 
https://www.reddit.c..._timeline_skip/
 
So, thinking about this last night...here were some of the ideas I came up with for bringing in future tech.
 
Resolving Structure quirks
 
Buff all IS base structure on mechs:
 
Lights, Mediums, and Heavies would get a 40% structure buff to base value. While Assaults would get a 35% structure buff to base values.
 
All structure quirks removed from all mechs after base values adjusted.
 
To offset the increase in IS TTK, Clan ST speed loss penalty is removed, but retains 20% heat penalty.
 
Agility quirks
 
Leave the skill tree as it stands, but take all things removed from the skill tree and add them to the base values for each mech in a given weight class proportionally. This leaves the gap between elited and unelited mechs as smaller than before, but restores the mobility mechs need.
 
All agility quirks would be removed once base values are adjusted, and some edge cases (MLX, CMD, etc.) could possibly have adjustments to offset any perceived performance deficits.
 
Laser normalization
 
IS
 
SL: adjust heat to 2, increase damage to 4, increase range to 160m
 
SPL: adjust heat to 2, increase damage to 5, increase range to 140m
 
ERSL: Heat 3, damage 4, range 195m
 
SXPL: heat 3 damage 6 range 160m, duration 0.65 seconds
 
ML: adjust heat to 3, adjust range to 300m
 
MPL: adjust heat to 3, adjust range to 260m
 
ERML: heat 4, damage 5, range 360m
 
MXPL: heat 6, damage 7, range 300m, duration 0.75 seconds
 
LL: heat 7, damage 9, increase range to 495m
 
LPL: heat 7, damage 11, increase range to 400m, increase duration to 0.8 seconds
 
ERLL: heat 8, damage 9, range 675m, duration 1.2 sec
 
LXPL: heat 10, damage 13, range 495m, duration 1.12 sec
 
All range quirks removed after normalization
 
Clans
 
Remove fall off nerf to all medium and small class lasers
 
ERSL: adjust range to 225m
 
SPL: adjust range to 180m, adjust duration to 0.65
 
HSL: heat 3, damage 6, range 180m, duration 0.8
 
ERML: no changes
 
MPL: adjust duration to 0.75 seconds
 
HML: heat 8, damage 10, range 270m, duration 1.0
 
LPL: no changes
 
ERLL: reduce duration to 1.4 sec
 
HLL: heat 13, damage 15, range 450m, duration 1.3 seconds
 
Ballistics
 
All ammo counts increased to 200 damage per ton, STD gauss will be 195 damage per ton, Heavy Gauss will be 198 damage per ton
 
IS
 
No adjustments to STD ACs
 
UAC2 and UAC5 will be single projectile
 
UAC10 will be 2 projectiles
 
UAC20 will be 3 projectiles
 
LBX spread tightened across the board
 
UAC ranges will be within 10% of their clan counterparts across the board
 
Clans
 
UAC2 is unchanged
 
UAC5 has projectile count decreased to 1 projectile for 5 damage
 
UAC10 is reduced to 2 projectiles for 10 damage
 
UAC20 is reduced to 3 projectiles for 20 damage
 
LBX spread tightened across the board
 
Eliminate STD Clan ACs, or reduce the projectiles to single projectile weapons
 
Gauss
 
IS
 
STD Gauss
 
Cooldown reduced to 4.25
 
Heavy Gauss
 
18 tons - 11 crits
 
25 damage - 1 projectile
 
3 heat
 
360m range, triple fall off
 
Cooldown 4.75 seconds with 0.75 second charge
 
Projectile velocity 1200 m/s
 
Light Gauss
 
12 tons - 5 crit slots
 
10 damage
 
900m effective range with double fall off
 
Cooldown 3 seconds with 0.75 sec charge
 
Projectile velocity 2400 m/s
 
Clans
 
HAG20
 
10 tons - 6 crits
 
20 damage over burst of 3 projectiles
 
720m effective range double fall off
 
Cooldown 4.5 seconds
 
No charge time
 
Velocity 2400 m/s
 
Heat 4
 
10 bursts per ton of ammo
 
HAG30
 
13 Tons - 8 crit slots
 
30 damage over burst of 4 projectiles
 
540m effective range double fall off
 
Cooldown 4.75 seconds
 
No charge time
 
Velocity 2000 m/s
 
Heat 6
 
7 bursts per ton of ammo
 
HAG40
 
16 tons - 10 crits
 
40 damage over burst of 5 projectiles
 
360m effective range double fall off
 
No charge time
 
Velocity 1600 m/s
 
Heat 8
 
5 bursts per ton of ammo
 
Streaks
 
IS
 
Streak SRM4: 8 damage, range 270m, cooldown 4 sec
 
Streak SRM6: 12 damage, range 270m, cooldown 4.5 sec
 
ATM
 
Clans
 
ATM3: 1.5T - 2 crit, heat 2, damage 3/6/9 (ER/STD/HE), range STD 270m, ER 800m, HE 450m, cooldown 2.5 sec
 
ATM6: 3.5T - 3 crit, heat 4, damage 6/12/18 (ER/STD/HE), range STD 270m, ER 800m, HE 450m, cooldown 3.5 sec
 
ATM9: 5T - 4 crit, heat 6, damage 9/18/27 (ER/STD/HE), range STD 270m, ER 800m, HE 450m, cooldown 4.5 sec
 
ATM12: 7T - 5 crit, heat 8, damage 12/24/26 (ER/STD/HE), range STD 270m, ER 800m, HE 450m, cooldown 5.5 sec
 
Velocity for ATM STD is 300 m/s, ER is 160 m/s, HE is 200 m/s for 200m then accelerate to 350 m/s past 200m
 
MRM
 
IS
 
MRM10: 3T - 2 crit, heat 4, damage 10, range 450m
 
MRM20: 7T - 3 crit, heat 6, damage 20, range 450m
 
MRM30: 10T - 5 crit, heat 10, damage 30, range 450m
 
MRM40: 12T - 7 crit, heat 12, damage 40, range 450m
 
Velocity for MRMs would be 300 m/s to 200m then accelerate to 500 m/s from 200m to max range
 
PPCs
 
IS
 
Snubnose PPC: heat 10, 6T - 2 crits, no min range, 10 damage, range 450m, velocity 950 m/s
 
Light PPC: heat 5, 3T - 2 crits, no min range, 5 damage, range 540m, velocity 1400 m/s
 
PPC: heat 9, damage 10, min range 90m, range 540m, 1200 m/s
 
ERPPC: heat 14, damage 10, no min range, range 810m, velocity 1600 m/s
 
Heavy PPC: heat 15, 10T - 4 crits, damage 15, no min range, range 540m, velocity 1500 m/s
 
Clans
 
ERPPC: heat 15, damage 15 (PP), no min range, range 810m, velocity 1400 m/s
 
LFE
 
10 crits like CXL, 75% weight of STD engine, no heat penalties on loss of ST
 
Compact Heat Sink
 
IS
 
1.5T - 1 crit, +1.1 to max heat cap, +0.21 cooling per second 
(internal engine DHS remain unchanged)
 
Thoughts on other factors not mentioned above
 
The idea with a timeline skip is not to invalidate anything, but provide options based on need and trade off, I think the above situation does that nicely
 
AC projectile velocity: I think that reducing projectile counts for CUACs and making IS UACs match is a good way to balance the situation there. As far as projectile velocity for STD ACs is concerned, they may need adjusting once the new tech comes in.
 
Introducing new tech, by default, will more closely balance the game out because the new tech was intended to compete with clans.
 
I had some interesting ideas for MRMs/ATMs as to how to not make SRMs obsolete when they arrive...I hope that the idea gains enough traction that PGI would consider such a thing.
 
As for any other questions, comments, or thoughts, feel free to discuss, as I hope this at least shows the people who were concerned about jumping the timeline forward that a reasonable suggestion can be achieved that does not negate the purpose of the older tech.