There are very few mechs in the game that do no follow this rule, and the few that do only do so because the arms are positionied in in such a way on that chassis as they never come into the animation planes of the legs. The Stormcrow, for instance, has extremely high-mounted arms that do not extent below the torso space even when the arms are pointed down... thus the hips are actually able to be slightly wider than the torso.
Now, this is all done intentionally, so that the art can never interfere with movement codes and animation. AND so that all mechs have the same basic proportions. I am not sure if there is any mech model in the game where the hip-to-torso ratio has the torso WIDER than the hips.
If you look at the orthos of the Phoenix Hawk, it shows the hips as wide as the torso. The model... hips as wide as the torso. They're proportioned exactly the same.
The arms look like they're positioned funny compared to the orthos because they are. In the concept and orthos, the arms are very thin, with the energy point mounted on the side. On the game model, the forearm is very large, and extends inboard toward the hips in a way that doesn't exist in the orthos. Look at the ortho, from the elbow to the hand. Not a single surface on the arm in the concept is inboard of the elbow, and very little of the forearm hangs below the plane of the elbow. On the model, however, there is a lot of forearm both inboard and below the elbow. It has nothing to do with the hips, and everything to do with how the arm was modeled for modular hardpoints. If they had mounted hardpoints on the side, as in the concept, this would look different.
Now, in terms of scaling...
Volume don't care about your feelings on volume.
Who knows if their internal builds right now feature all mechs at their correct volumes. Since that work hasn't been done on every mech yet, I doubt their artists' builds have correct mech sizing for even a fraction of the models. So don't freak out yet about the size of the mech compared to others. However... since PGI has an easy system for setting volume, and because this needs to be done before doing texture work and hardpoints... expect that whatever size it is now is what it will be in the game.
Beyond that... be fully prepared for humanoid mechs to look massive compared to non-humanoid mechs. We already know mechs like the Shadowhawk and Centurion are correctly-sized in game. When you're shaped like a pancake, you're going to present a much larger target than an object of the same volume shaped like an egg. That's how volumetric rescaling is going to work.
Edited by ScarecrowES, 22 April 2016 - 11:35 AM.