The previous "skill" system was just direct, mindless power-ups to your mech. No choices and nothing interesting.
The module system was also direct, mindless power-ups to your mech. The choices were mostly meaningless - there were only a handful of competitive non-weapon modules, and the weapon modules themselves were usually painfully obvious for each mech and just encouraged boating even more.
Next the old module plus skill system resulted in a nearly 20% faster fire rate (about 7.5 from the Fast Fire skill and about 12.5 from the modules), which was absurd and grossly reduced TTK. There's now an actual cost associated with trying to get your rate of fire boosted that high in the new system - using up a lot of skill points - so that's an improvement.
Finally, the new skill system opens up a lot of other options, such as better defense, carrying more ammo, reducing LBX spread or Gauss time, etc. In short, while the interface is poor and there are probably too many clicks, it at least has some depth and interest to it, unlike the simplistic "make everything better" system we had before.
Also, the end of the "rule of 3" is blessing. That was one of the most annoying level-up decisions they could have put in the game. If you like a mech, you also need to buy and play 2 crappy variants you don't like just to level up the one you like to play?! Why?!?! Ugh - good riddance.
Edited by oldradagast, 24 September 2017 - 06:31 AM.