I am mostly writing this from a "What choices did I have to make view point?" when investing in a point in a tree:
Weapons (Choice Level: Moderate): This new weapon tree is much better than the original dozen weapons tree, as it does not encourage boating as much. However, weapon-type specific nodes clutter access to the general nodes to the point that choosing nodes for a generalist Mech requires many non-specific nodes and picking nodes for a boating. Moving the weapon specific nodes closer to the bottom would help with this problem a little.
Armour (Choice Level: Low): Looking at this tree there is only two choices to make and it is entirely dependent on the use of AMS. This is because the entire point of taking the tree is Armor Hardening and Reinforced Structure which to get at max level require every other node but one of each of those pairs. On many mechs, there is not even a choice, as they do not have AMS.
- AMS Overload 1 or Shock Absorbance 1
- AMS Overload 2 or Reinforced Casing 3
Jump (Choice Level: Good): This tree looks good. If I primarily want Vectoring, Life Speed, Vent Calibration or Heat Shielding I can easily figure out how to do this without wasting SP.
Mech Ops (Choice Level: Low): Looking at this tree it is very similar to the Armour tree in that there are very few choices. Trying to get all of either Cool Run or Heat Containment, the two critical skills for many mechs, requires taking the entire tree.
- Speed Retention 1 or Improved Gyros 1
- Quick Ignition 3 or Improved Gyros 3
- Speed Retention 3 or Improved Gyros 4
Misc. (Choice Level: Good): Although this is unlikely to be a tree I will invest in due to my heavy brawler playstyle, it does have a number of easy to distinguish paths that allow for specific setups and playstyles.
In conclusion, it would be nice if the choices in each tree we not simply "How do I get what I want without spending points I don't want to?" but closer to " Do I want A or B?"