Disclaimers:
i. A lot of good points have already been mentioned and if I repeat them, it will usually be to add/modify to it.
ii. I am not a hard core lore-fan, will try to keep to lore where possible. Sustainable fun is the more important objective.
Two main points, drawing/keeping new/old players in FP, and longer-term ideas (meaning lots more dev time) on making FP sustainably fun.
1. New players in FP
As some have pointed out, it's a hard life for new players getting into FP. Mechs, mechbays, modules, consumables really represent an uphill grind for cbills. Not everyone likes buying four-of-a-kind 60-65 ton mechs, not everyone can or wants to splurge money right off the bat when they are not even sure what they want to buy.
Some new players may spend money on mech packs rightaway in a F2P game, and even then, some of them may just not like FP at all. Those who do not spend the cash will have to grind it up. And right now, if a new player drops in with other 11 similar players, high odds are they would lose and hardly make one cbill if they choose to use consumables. And that's for 10-15 minutes of waiting, 20 plus minutes of playing. The logical choice is to go Quick Play, but then after a long period of Quick Play grinds, they find themselves with unsuitable mechs for FP, low-priority modules for FP (Capture accelerator......), possible frustrations from the experienced players and each other etc.
Two suggestions:
1) Increase the cbill rewards for players new to FP. Eg. Match Bonus 150,000 cbills for the 1st 50 Faction Play matches, whether win/loss. Grinding in FP means they actually learn what is relevant to FP.
2) GARRISON mode. 3-4 ticks on the Invasion planet are marked as less-critical sectors. Consumables, and all modules are disabled (but please do not bug it to unequipping them! God...). New player 150k bonus applies only in GARRISON play. Veteran players can drop too to guide, recruit etc.... Players can choose to play/avoid GARRISON sectors.
2a) If need be, all Mech skills are inactive, eg. No Cool-Run, No Speed Tweak.
2b) If required, only stock mech loadouts (including stock upgrades).
2c) If required, eg. 40% less cbills for veteran FP players in GARRISON mode.
Give the new players FUN with a fighting chance! Beating them to a pulp is not fun for them. When new blood trickles, it's not fun for everyone.
2. Getting veterans to return
Possible quick and dirty solution. (Tougher proposals later...)
1)
Advance the tech timeline to 3060~3069. (since the Kodiak variants 2,3 already time-jumped

)
Face it, 3050-52, the Clans were supposed to be vastly superior. Trying to balance the gameplay with positive/negative quirks has been a pleasing-no-one journey. By the 3060s, the tech gap is theoretically far smaller.
1a) IS Light engines
1b) IS Omnimechs, new IS variants and more Clan mechs (<<<<PGI, MONEY!!!

)
1c) Rotary ACs, Heavy Lasers, X-Pulse, IS Streaks, Light Gauss....endless.
I will suggest that with enough 3060s tech, the quirks can be removed. Except for the Rotary ACs, the rest don't need much new artwork/modelling/graphichs-load. Hell, I will be happy even if they look graphically identical to the current stuff as long as the ragdoll data reads correctly and the stats/database work. Sure, the new weapons will require balancing work too, but removing endless work on quirks should help.
The new tech should lure back some of the veterans. Just the sheer saving of man-hours of forum bickering over IS-vs-Clan balance should free up all the players' time for more FP. Then again....
2.
Allow mixed IS-Clan mechs in FP drops.
This is in tandem with the 3060 time jump. Max of 8 Clan mechs in an IS drop of 48 mechs. Max of 8 IS mechs in a Clan drop. Lore wise, commanders and their 2ICs get to pick new shiny toys from salvaged yada yada... Again, hopefully a quick and dirty change that should bring some fresh tactical possibilities in FP.
Fine-tune the ratio as required. Suggest Group Lead gets final say on distribution of use (eg. group of 8 IS players gets 5 Clan mechs choices. group of 2 gets 1, solo drop gets zero). Sure, there will be meta-choices, but the tech margin is narrowed, people get to play rusting mechs, players are encouraged to GROUP up to make full use of the ratio.
********************************* end of quick n dirty **********************************
For longer-term suggestions, from a layman's perspective, I am suggesting changes which I hope avoid major overhauls and make use of existing in-game elements.
3.
Scrap the reward system for Loyalty Points (LP).
I know, avoid major overhauls... but this reward system is a major contributor to unnecessary population hopping. Players should not be stopped from experiencing different Factions but why entice them to hop for the sake of rewards you can give by sheer FP grinding anyway? Merge all the rewards into a new single linear progression that is based simply on a player's total
positive LP score (do not count the negative scores). Tune/change rewards as necessary.
4.
LP and FP cbills payouts.
Awarding of positive LP unchanged. Negative LP counted by planet faction. ie. a Kurita player incurrs significant Davion negative LP when attacking a Davion planet, even if it was defended by 12 Liao players. Negative LP slowly decays.
4a)
Loyalist unit. LP does not affect FP cbills payout. Loyalist unit incurrs negative LP double of original LP award if loyalist unit attacks an allied faction. LP directly affects:
i. Maximum no. of Faction Jumpships (JS) deployable (see 5. below). Eg. A loyalist unit is allowed use of 1 Faction JS (ie. free) for every 5,000 average Faction LP per unit player.
ii. Average Faction LP per unit player affects the discount to mech purchases from Faction and unit-factories (see 6. below).
4b)
Freelancer. LP does not affect FP cbills payout. Freelancer may take up available JS player slots from Faction or Unit JS. FP cbills receive Call to Arms bonus.
4c)
Merc unit. LP affects FP cbills payout. Merc unit incurrs negative LP equal to original LP award if merc unit attacks an allied faction of its current employer. LP directly affects:
i. Maximum no. of Unit JS deployable. Eg. A merc unit is allowed use of 1 additional Unit JS for every 5,000 average Faction LP per player. Minimum use of 2 Unit JS. Merc unit players may take up available JS player slots from Faction JS.
ii. Priority in Faction Mercenary Contract Funding. A Faction may have only 15 mil cbills left out of 350 mil cbills for current phase of mercenary funding (based on FP global population). Merc Unit C and Merc Unit D both apply to Faction at the same time. Merc Unit C has positive average Faction LP while Merc Unit D is negative. Merc Unit C gets the 15 mil cbill contract. If Merc Unit D continues into Faction (eg. to increase LP), Mercenary funding bonus in FP during that phase will be zero for Unit D.
5.
Jumpships (JS).
Purchased by unit MCs or a lot of unit cbills, each Jumpship can only have a maximum of 6 players and their 24 mechs. A 12-man-group drop requires 2 JS (mix unit groupings rely on Group Lead to assign use of unit JS). If Unit JSs are used, they are locked at the target planet until the end of match. After the match, the Unit JS is freed for use but only for the same planet for the rest of the at attack phase (see 7. below). Unit JSs are never lost in planetary losses.
Merc Unit JS are their prime nodes of mobility and therefore, are able to use unit MCs or cbills to install Unit Mechbays onboard their Unit JS (eg. 2 per JS). Unit members can donate mechs to Unit Mechbays but loadouts are locked after donation (ie. no need for additional mechlab dev work).
6.
Loyalist Unit HQ and Factories.
Loyalist Unit JSs do not have Unit Mechbays (inactive if installed previously when Merc Unit). Loyalist unit get option to purchase up to 8 Planetary Unit Mechbays on their choice of Unit HQ planet. Donated unit mechs have same locked loadouts. The donated mechs can only be deployed by unit members for defence of the planet and adjacent planets.
The Loyalist Unit gets to buy one Unit Mech Factory on the HQ Planet, giving a 10% cbill discount to one mech (eg. Hunchback) for the unit members. Obviously if the Loyalist Unit switches faction, or the planet is lost to another Faction, the Planetary Mechbays, mechs and Unit Mech Factory are lost. Obviously players can jump between Loyalist units to get multiple discounts, the idea is the option of "friendship prices" will encourage players to defend the production planets and their buffer planets. Or they can choose to stack the HQs and factories into a "Winner-takes-all" mentality.
Each Faction gets one Faction Mech Factory located on one non-Capital planet (for gameplay purposes, sorry Luthien Armor Works....). These could initially be hardlocked to fixed planets but further expanded to allow player vote choices as well as reeeaaally slow relocation in future. Each Faction Mech Factory gets a 20% cbill discount to one Mech (eg. Kurita gets Dragon). Restricted to Loyalist Units and/or Merc Units/Freelancers with high enough Faction LP.
The lesser real-value discount for Inner-Sphere mechs (given the discount does not cover Endo and FF upgrades), is offset by the much smaller buffer zone which a Clan Mech Factory will have from enemy attacks. Being on non-Capital planets, they can be captured by other Factions (winner takes the purchase discount) as well as being a prime planet target for raids (see 7. below).
The proposed LP changes, Jumpships, HQs and Factories, aim to flesh out the dropdeck tonnage mechanisms while providing an additional layer of immersion, sense of ownership, and increase cbills and even MC turnover. A lot of the these changes do not even need too much special treatment into integrating into the game client. Could just have the MWO website handle the user inputs on Jumpships, Unit Mechbays and mechs, Faction and Unit factories, then have the data injected into the game like event rewards. No need for fancy graphics, just text and numbers in game like how number of planets tagged is currently shown.
**************game play, really long dev time if even possible********************************
Again, apologies if any ideas are repeated. Trying to fit pieces together.
7.
FP modes.
This may sound drastic but I am proposing QP to be subsumed into FP modes, while trying to maintain the "freer" play styles for the QP fans and balancing the possibilities of facing pre-mades. This is a niche game and we really need all the players we can get on the same page, the Inner Sphere page. Literally half the game is being ignored if a player keeps himself only in Mechlab and QuickPlay. Obviously the incentives should be there and the fun/flavour of QuickPlay should be retained as much as possible.
Raids/Raid Defense.
12-man "Raiders" for resources. Maps will be all current QuickPlay maps in Assault mode, with only the defenders having a base for capture.
i. Loyalist/Merc Unit Raids. Requiring 1 JS for 12 players of 12 mechs, Group Lead can choose to "raid" any planet barring their own faction, even allied planets (with the attending LP consequences). As raiders, FP cbill rewards are bare minimum, objective being to obtain and bring back equipment such as engines, weapons. Capacity for loot is equivalent to the unused tonnage at group lobby and/or a 50 ton cargo space in the JS. Loot divying amongst mixed units can be decided by unit ranking members end-game, either manual or RNG (drama? Hell yeah!)
Defenders range from 12-randoms-who-clicked on Raider Defense (akin to present QuickPlay, yes, John Doe Kerensky just happened to be flying by Tharkad to search for his long lost twice removed cousin), GARRISON mode (in which case modules are disabled for everyone), 12-man-premades. For defenders, call-to-arms and Faction Factory defense cbill bonus applies. For the raiders, high risk, high gain.
ii. Pirate Raids. For solo droppers who click on Raider Attack (akin to present QuickPlay, yes, I "accidentally" indulged in some highway shenanigans while on leave from my unit....), "someone" just has a free JS standing by. Target planet is random and no LP will be affected as everyone will be donning stockings on their heads while in the cockpit. Loot capacity is whatever unused tonnage the Holy MatchMaker ended with and/or 50 tons. Loot divying will be total item sale value divided among the 12 players based on match score. Defenders as per i. above.
The idea being not to force QP fans into 96-mech fights, but to have the planet-capturing elements happening right next to them. They will see that planet nearby with a juicy Unit Mech Factory that might give 3x Clan Gauss Rifles instead 36x Medium lasers. While there may be potential splitting of players into more buckets, keeping the modes in 12-mans will hopefully provide players the flexibility to just get games when it's more quiet. Drawing more QP players to a persistent view of the Inner-Sphere FP map should also help to attract people to participate. Like others have mentioned, 4-v-4 Scout mode should really only be at the initial stages of each attack phase....
Would have loved to touch on suggestions to the current modes of FP, ie. ammo reloads, 3-map campaigns etc. but others have covered it well too and I am already so long in this post that I am puking...