I'm in agreement with a lot of these points, but a couple housekeeping items first, because things are actually worse than you outlined:
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I'm not sure you calculated double basics - except for accel/decel?
Calculating the changes from base using your nodes:
Operations
-7% cool run - needing an extra 1 node to bring it to -5% cool run.
-3% containment - needing 2 extra nodes to bring it to 0% or equality (and adding 1 node of speed retention)
Mobility:
+1% anchor turn
-1% Torso yaw
-1% Torso twist
+8% Torso Pitch
+12% arm pitch
+15% Hard brake/Kinetic Burst
You also call 'cooldown' cooling efficiency at 11:15.
Gives you 14 points leftover for a mech nerfed in the 'good' areas of cool run (-5%), torso twist (-1%), and the areas where you end up with benefits (Accel/decel and 1% turn rate) are areas that have been nerfed thru quirks or by the total mobility changes.
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But you've hit on -exactly- why I dislike this new skill tree. To regain equivalency you are forced to use nearly all of your points - and you'll never get to equivalency with the paltry number left. You'll never make up the difference that 4-6 modules gave you.
The only choice is in how you hobble your own mech.
Edited by Cato Phoenix, 11 March 2017 - 07:07 PM.