To be very constructive toward the original point of the topic, I am a clanner simply because I like those mechs better and always have. I'm sure there are certain advantages to clan mechs that are difficult to replicate or make comparable IS equivilants, but I have to say that there are 2 factors that I've noticed in my experience in FW since the update:
The first is that the the tactics I've seen employed are on the "green" side of experience and that team work wasn't being utilized. Single mechs pushing out one at a time into a group is really just a bad choice as opposed to them sending a matching number of mechs and rushing at once. These are mistakes that are universally bad and end in the same result on both sides of the tech divde. This this is more of an experience issue than mech balance issue.
The second factor is more visceral for me, and that is that the IS mechs of comparable size don't lack a sense of threat or intimidation. Even while piloting a Timber Wolf, I know that I cannot take a Black Knight lightly because he can destroy me just as quickly as I can destroy him. Same goes with lighter mechs such as an ice-ferret vs cicada. I'm not a new or bad player, but I know that any mech in the right hands is dangerous.
Now, a simple solution:
I think these 2 issues can probably be dealt with fairly well by implementing an FW specific tier system. Everyone should start at the bottom and fight their way up to the higher tiers just as we did previously. There will be a chaotic mess in the beginning as there is now, but knowing that the better players will start to match up with better enemies will give some relief as they are separated from the newer and less experienced players. Its the closest we've come to balancing quick play and I'd say that, with full consideration of the player base size, this is the best we can do to even the playing field with quick results.
Without getting into more complicated ideas to increase appeal to certain factions (such as my previous suggestions of making mechs availability more faction specific and adding melee combat/falling), this is the smallest change with the largest likely impact of all the suggestions posted so far. Capping merc contracts numbers and incentivizing play for factions that are clearly in need of aide are also great ideas that I believe would all work symbiotically toward improving the overall population and experience balance, but those will take a little trial and error as well as defining something that will be "incentive enough" to pull people to those ailing factions.
I really want FW to work and would really like to keep the IS wanting to fight off the clans. Rolling the other team is not much fun at all compared to a well balanced, brutal fight that forces you to choose adapt and adjust your tactics on the fly. I think an extra minute of waiting would be worthwhile to help better balance the FW matches so tiers can be more closely matched.
BoldricKent, on 15 December 2016 - 11:07 AM, said:
Mlee was suggested early one, but thx to CRY engine or PGI programing, it will never heppent. That was stated quite a few times.
I would be all for that.

We need to find out if it is still issue because of cry engine, or if it is just something that requires work. It really is a system that the IS needs to have available to help distinguish them from the mechs other than being technologically behind.