Well, I voted for an
academy, but definitely without a theory part because it is not really relevant for the players' performances and the gameplay at the beginning (I guess, it could be introduced at a later stage though for claiming specific awards/qualifications within a House or Mercenary unit). Moreover, one could just simply start hoarding player accounts just to pass this part and qualify in the best manner possible, since the questions asked will be repeated after a short while and in my opinion it is much too cumbersome for the developers to start compiling a huge amount of questions (MWO is not really intended as a trivia game, is it?

).
With regard to the
academy training I would make it optional ... grant the new (but experienced) players access to an 'instant mech action' scenario or, alternatively, provide them with the option to pass a stage based mech
academy program associated with their House or Merc unit. The
academy training should be fairly comprehensive (much more extensive than those of previous MWO games), which will discourage/prevent most newcomers to setup several accounts and attending it numerous times (in order to pass with the best performance possible). The advantage for mech
academy cadets would be that 'instant action' players will only be provided with a randomly assigned mech (the new player will only be able to pick the weight class and render MWO more realistic, in line with the canon) and not some extra cash and training XP, which would only be given to
academy attendees in addition to the randomly assigned mech. Moreover, 'instant action' players would be limited to a rank of private at first, while cadets will have a higher rank after passing the
academy. If someone does not like the mech assigned to her/him it will be tough luck and she/he will have to work and prove in battle to afford a different mech model, it is as simple as that. This way new mech types will not be distributed by preference or skill, but by chance within the respective weight classes and this will also be a motivating factor for some (experienced) players, because they will likely be striving to capture or buy a specific mech model or they will just have to adapt to what has been provided to them from the start and it will also be a good concept as mech diversity will be promoted/controllable in the MWO!!!
The developers could implement slight variations in the training program between the different mech academies for the Houses and Merc units (e.g. different training mech(s) used, different planetary environments, slightly different challenges). For the first
academy stage I would suggest a fundamental exercise guided by a NPC mech whose pilot explains the basic mech functions and controls to the
academy cadet. The second stage would then test the piloting skills of the cadet, including walking, balancing, running, and jumping the mech, in one or several tracks (similar to an eventing horse parcours). A third level of
academy training could be focussed on weapons training for all available weapon ranges and weapon types, with standing and moving targets. Stage four of the training program could then introduce the cadet to battle principles/tactics/manoeuvres (e.g. use of sensors, communications, planning of an ambush), while the fifth and last test of the
academy training will be based on the Clan Trial of Position (two cadets (or one cadet and one controllable NPC) against six enemy NPC mechs; or, alternatively and probably better, one cadet against three enemy NPC mechs as this scenario should be easier for the developers to implement in MWO). The advantage of the final Trial of Position test would be, that it can also be used in the future, once the Clans show up and will be integrated in the game, and the player will be faced with a first combat experience and will be given C-bills and XP in addition to the randomly assigned mech as well as a House/Merc unit rank.
So much for my thoughts on the topic of an
academy program ...