None of the changes mentioned will address player concerns.
Since open beta, players generally dislike LRMs for two reasons, on the same principle: indirect fire at long range encourages low-effort play.
1. Players using LRMs en masse are encouraged to move well behind the team, reducing the number of 'Mechs that can present a front and share armor. Multiple LRM-boating 'Mechs can compound this problem.
2. Players targeted by LRMs, particularly players attempting to organize a push or maneuver away from cover, can be locked indefinitely by a single spotter, with few opportunities for return fire.
It's key that these effects occur disproportionately outside of group or unit play. Since solo queue consists of the wide majority of player activity, it's relevant to the game and most players. Yet, the focus of each nerf is on an element of play not seen regularly in solo queue, where problems exist, and not related to reasons for player dislike of LRMs.
Again: the focus of each nerf is on an element of play not seen regularly in solo queue, where problems exist, and not related to reasons for player dislike of LRMs.
Artemis nerf: Removing the tracking bonus and potentially the lock-on bonus affects direct locks and indirect locks equally. While it's the least problematic change with regard to indirect fire, because it's irrelevant, it simply reduces the value of Artemis. And that seems problematic in and of itself.
NARC nerf: Paul/Chris adduced footage of a NARC beacon being used to extreme effect in a Faction Warfare game. This is a near-total outlier. NARC is rarely seen at any level of play. What's more, NARC in practice is most effective as a team tool. Cooldown increase aside — what target-painter uses it on cooldown? — it reduces perceived value of NARC and reinforces the idea that an LRM 'Mech may as well hang in the back, firing without coordination.
TAG nerf: No details on mechanics changes, but this is fundamentally unwise. Reducing the value of TAG directly undercuts the incentive of a front-line, direct-fire, self-sufficient LRM player. It doesn't reinforce hanging in the back and perpetuating frustrating gameplay; it endorses it.
Lock zone nerf: Counterproductive in the most basic way, as it progressively punishes moving closer to a target.
ECM range buff: An ECM range boost makes LRMs less of a concern...for teams with ECM. As in the previous half-decade of this game, that balance between teams can swing wildly.
Low-effort, indirect fire is and always has been the problem with LRMs. Recent buffs to velocity and heat have cascaded a bit into more widespread usage. If PGI wants to maintain the absolute power of LRMs while shifting them to mechanics that make them less controversial, there is one mechanic to focus on: secondary locks/indirect fire. That means something like:
1. Nerfing lock time from a secondary lock/indirect fire.
2. Nerfing tracking time from a secondary lock/indirect fire.
3. Nerfing missile spread from a secondary lock/indirect fire.
4. Nerfing missile damage from a secondary lock/indirect fire.
Make LRM Guy work for his locks. Make him work for his damage. Your proposed changes, Paul and Chris, won't do that.