This is an interesting topic, I've often wondered about how convergence is supposed to be handled when weapons are grouped in the same sections.
So, I can see arm mounted weapons converge at the reticule with some torso mounted weapon systems, but having all weapons consistently re-converging so effectively at different ranges seems a stretch to me for their available tech, especially for older Inner Sphere Mech designs.
So, possibly range limits to convergence could be factored so that boating weapons only converge at a fixed range dependent on the chassis variant, not changing with acquiring a new target or repeated firing. This could differentiate the variants a bit more as we have with torso twist and other variables for Mechs already, for example. And we possibly could use the existing ranges for different weapons as a basis for testing out good ranges for this possible change to how the weapon systems could work for the Inner Sphere at least.
And possibly having a minimum range for weapons to converge on the reticule could be another element in making the Mechs feel more like tough old War Machines, and not like a Finesse Weapons Platform that are hyper responsive when we pull the trigger.
Otherwise, what about having any weapons in the same Mech sections simply never converging on reticule?
Where the hardpoints are fixed to fire parallel to each other and the reticule is calibrated to focus on one of the hardpoints.
For me, the HBK-4P was the easiest to visualize, but there are many other doubled energy hardpoint sections found on the various mechs (AS7-RS, Dragons, Stalkers, Awesomes, etc.,) as I tried to illustrate below: (Left side is convergence on reticule, right is firing parallel to max effective range).
From what I've seen, we currently get a convergence at the reticule like the three left side examples, so again, what if the reticule could be fixed to one of the hardpoints and other hardpoints would simply be off-set on a parallel trajectory?
Could that be tested out?
As for missile systems, mostly Streaks and LRMs, I like the suggestions to have them have to re-acquire lock for each volley, not only having to re-acquire if one losses LOS, and also increasing the lock-on time for boating those systems. If out right reducing missile damage in not an option.
I've seen that missiles are very potent as they currently are even with AMS and the doubled armor values. My guess would be to have each missile do 1 point of damage each, to me that's still a lot of damage potential with the volume of missile volleys I've seen in too many matches, currently each missile does 2.5 damage and are very deadly still, I'd be fine if missiles would have a small velocity buff in exchange for the reduced damage, if their trajectories remained as we have them now.
Ballistics seem fine if the projectile speeds stay more or less the same, but maybe the AC5 could use a slight tweak.
And adjusting down the amount of ammo per ton for certain weapons, along with tweaking ECM being more like Guardian ECM and not Angel ECM would be other welcome variables to test out during beta.