Come on now, there's just something to be had about one-shotting those "tiny" troopers, or trying to kill off those damn LRM trucks before they can volley you to pieces
As far as any "crafting" is concerned, I'd certainly agree that this isn't something the Pilot him- or herself should do - then again, it stands to reason that we will have access to (invisible) support crews, which in turn might take orders from you. This alone doesn't replace a proper factory, but perhaps there could be some way to jury-rig functional components out of salvage. An example: Want a Clan PPC on your IS 'Mech? Well, only way to get one is to hunt down a couple Clanners who carry them, collect X damaged guns and then tell your crews to build a single working one out of it. Depending on their skill level it'll be more or less reliable...
Needless to say, before the Clans show up this would simply be a way to save some money on the side by "crafting" repaired components out of salvage and then either use them for yourself or sell them on the market. Over time, this could increase your maintenance crew's skill level. Perhaps you can even hire specialists or additional technicians, but that would cost you extra. Lots of possibilities opening up here.
Just as an idea how to pull "crafting" off without making it feel out of place, though. I've come to see the optional micromanagement of a small team of subordinates as a neat detail in games such as STO or TOR. This sort of stuff can make for a cute little minigame whose implementation may not even require much in terms of developer resources, at least on the graphical side of things.
An example from STO: http://www.blogcdn.c...-ui-resized.jpg
Of course, STO's duty officer system is way more extensive than what I'd have in mind for MWO. For the latter, I'm thinking about a crew of 1-4 technicians of varying specializations maybe, all affecting how good they are with whatever you tell them to do.
Edited by Kyone Akashi, 06 February 2012 - 01:54 PM.