I am a longtime mechwarrior player who has played and enjoyed MW1, MW2, MW3, pirates moon, MW4, mercenaries, MPBT3025 and quite a bit of tabletop.
In all of the video game versions there are changes made to the way systems work which is expected when going from a table top hex map dice rolling turn based game to a real time pew pew shooting game.
That said, I think that tabletop did some things really well which are worth bringing over to this game if at all possible, and these include Pulse and LBX technologies.
Right now pulse lasers are being used, but are still not very effective against lag shielded lights, and LBX AC10s are only good if the enemy armor is already gone, and you are at short range, otherwise the increased critical bonus just is not worth very much, and the spread makes it a very bad weapon at any range.
I submit that these systems need to be revised to do more of what they did on the tabletop, which is primarily add bonuses to hit. On the tabletop if you never played it, you rolled 'to hit' on 2d6, which was made more or less difficult by whether you were at short-medium-or long range for the weapon you were shooting, modified by how fast you were moving, how fast your target was moving, and whether there were any trees in the way or if you were overheated.
In MWO your to hit is based on lining the reticule up on where you think the enemy is going to be when you think your shot will register on the server... not great, which is part of why streaks and lrms were so popular for dealing with fast moving lights. Let the server argue with itself over what is where

On tabletop the bonus for LBX cluster rounds was +1, and the bonus for pulse lasers was +2 on to hit. Giving these weapons bonuses to hit would make them much more useful, and give them a niche as well as give lights a much needed counterbalance.
Here's how I think it should be done:
1) For pulse lasers, keep the graphic the same but make it so that if you rake the laser accross an enemy, only the locations you hit take any damage, but the weapons full damage is always assigned to the enemy. This would mean that you could rake the laser accross the lights legs, hitting empty space on both sides and in between, but you would still do about 5 points of damage to each leg - effectively a big to hit bonus.
2) For LBX turn down the max damage, but make it so that if a single pellet hits, the full damage of the weapon is randomly assigned to the enemy target. This would not do a lot of damage, but it sure would be hard to avoid, just like on the tabletop.
I do a lot of embedded coding and know that simple ideas can be practically quite hard to implement, so I will understand if this can't be done for one reason or another. I still believe it should be done to give pulse and LBX their intended niches back (especially inner sphere pulse that is not meant to be any good at range...) and to also give light hunters more tools. Right now I run a commando 2D due to the broken ECM implementation and live way too long when I run through the whole enemy team putting SRM6 packs into assault mechs backs...
'hey look at that tool trying to hit me with gauss slugs... lewl...'
Add in friendly fire which didn't exist on the tabletop and hunting lights near your friends is silly hard right now...