Instead, I'm going to offer a conceptual approach to skill trees that differs from the current. At present, the skill trees (old and new) and modules are all upside. They're all costless improvements (in performance terms). Consequently, stock mechs are laughed at, especially in FW, because unmastered and unmoduled they really are inferior. The idea here is that the skill tree should be more about specialization and less about total improvement.
To that end, dichotomies are used to present tough choices and definitive specialization. Most "improvements" in the game have a reasonable nemesis. So improving in one could cost in another. This may not be a popular idea, but it does tone down the free lunch aspect and makes stock mechs more competitive with specialized mechs. Of course not all improvements need have a downside, but most probably should.
A couple examples are here, one laser weapons and one a non-weapon. Ignore the provided numbers - they're spitballed.
The first is lasers and is based on the already in-game dichotomies present in the "Clan Paradigm". Increased laser damage and range at the cost of increased heat and duration.

Now the choices are real. It's not just gimme, gimme. IS lasers can specialize to be more Clan-like at a cost of heat and duration. Clan lasers can specialize to be cooler and quicker - at a cost. Ideally, this would be calculated to be a 50% reach. That is, an IS ML could be tweaked to the half-way point of a C-ERML. Likewise the C-ERML could reach half-way to being an IS ML. Both so tweaked would be very similar in performance at that half-way point. Leaving lasers stock is viable option now if the pilot sees the specialization costs as too high. The IS also has the option in this example of taking their lasers down a notch. A Locust 1E might want to bring in six "light" versions of the ML with reduced damage and heat. The choices are tough, but the possibilites are pretty interesting.
The next example is Speed vs. Maneuverability. Seems a likely trade-off. A Fokker Dr.1 at 90 mph can turn on its wing while an SR-71 at Mach 3 and 80,000 feet needs nearly 20 miles to turn around.

Here again, a trade off choice is presented. Either branch could be worthwhile depending on the performance wanted. And here again, gains in one area are offset in another. The stock mech is compensated, so to speak, for being unspecialized.
The examples present the general concept. It is easily extended to other trees. Specialization over raw power gains is the idea. This approach may or may not encourage build-out diversity. Seems it would definitely promote specialization variety, though. It's also possible players won't want to part with their gimmes.

Edited by BearFlag, 12 February 2017 - 03:18 PM.