Burke IV, on 31 May 2017 - 05:32 AM, said:

Why is a mech with JJs forced to take hill climb nodes anyway?
All four laser duration nodes add up to 15% laser duration bonus. About the same level as most quirks. However, for a laser with a duration of 1s this is 0.15 seconds. Shorter duration lasers it is even less and longer it is more.
It may let you put a little more damage on target or twist slightly sooner. However, NONE of the skill tree nodes individually do very much with a few exceptions.
10% reduction in weapon heat ... good right? means a weapon generating 10 heat now does 9 ... saving 1 heat. For a medium laser it might be more like 0.3 heat ... doesn't sound like much but the small reductions add up. However, because they ARE small there can be a lot of variation in builds giving roughly equal effectiveness.
As for hill climb ...
1) hill climb is still useful even if you have jump jets since you can run over uneven terrain better. You may not always want to use your jump jets.
2) You only end up with some hill climb if you buy enough operation tree nodes.
The "chaff" in the operations tree are hill climb, improved gyros and speed retention behind which are the heat capacity and cooling skills that most folks are looking for ... to get all of the heat capacity and cooling nodes you will end up with some mix of the three other skills ... what mixture is your choice though you will have at least 2 hill climb nodes if you get all of the heat nodes. It is just the way the tree works. For most of the skill trees there are the end nodes that most folks are looking for depending on their build and in between are the filler nodes where folks decide on which combination of support skills will work better for their play style. It is a change from the way things used to work with a limited choice of all or nothing modules ... now you choose some subset of module abilities by selecting tree nodes that fit your build and play style as well as possible.
To the OP ... the new skill tree isn't hard to use but when looking for the first time many people will find 237 different skill nodes to be daunting ... and trying to map out an optimal 91 could induce analysis paralysis in some folks. The fact is that there are probably multiple different 91 skill sets that will work fairly well for most specific mechs and builds.