Okay, so here are the choices, as I see it, with the F2P micro-trans model:
1) If, for all of the hard work into maps, game/mission types, 'Mechs, and all of the other goodness which comes into developing this game, you then make the MTs so good the game becomes P2W, whether through design or accident, you will invariably leave the game to the disrespectful punk twitch element who have mad button-pushing skills and whose only tactics are to get behind mountains or buildings and head-shot you to death, the old-style BT tabletop and MW2/3 vets will leave, and your extraordinary efforts will leave you out of a game within a year of going P2W.
I do not believe your goal is P2W, but an excellent game experience for all, but you have to be careful not to cater to the balance issue crowd unless an absolutely legitimate imbalance exists. Once an imbalance corrects itself, don't just rush to continue development, evaluate the adjustments for a time, maybe even reducing or taking away the amount of correction that was needed before. In my opinion, with games like WoW, the players cry about something that's not there -this is why I stopped playing nearly three years ago, now- and the devs don't examine it, they just fix it, which imbalances something else, and they fix that when it's complained about, and it goes like dominoes until your game is just thoroughly one-hundred-eighty degrees away from what you first designed, and the power levels are astonishingly out of whack.
The other option is...
2) Design the game as close to the tabletop as possible and leave it there, adding rules originally left out should they become necessary, new 'Mechs, textures, camo patterns, maps, game types, etc. Let the veterans (especially old-school tabletop and MW2/3) take care of the community, get them straight, on target, on task, and informed. Even if you lose the twitch camp you will keep the veterans. You will also keep BattleTech going, people who stay will be proud to be associated with this game, this community, and you will keep going for a very long time to come.
This is the goal I believe you're reaching for, perhaps less purist than I, and many others are, but close enough for us to want to stay.
This is not an ultimatum, it is simply the truth. The MW2 series (MW2, Ghost Bear Legacy, and Mercs) were the first representation of the game, inaccurate, but people played it for seven or eight years strong after it's release, and it's still played weak all over the place today. MWIII and Pirate's Moon were played for five years, roughly, after release and there is still a thriving MWIII community; I loved that game over all of them. Unfortunately, because of the restrictions Zippers developers put into the game, which made it the closest to the board game, the MW2 twitch crowd that began proliferating during Pirate's Moon and chasing off the veterans, didn't like the game because they could no longer slide around on Jump Jets and see through hills to actually fire on their enemy. The MW4 series was just a ruddy disaster, and the twitch crowd fully embraced it and, in some places it's still being played, but it's nowhere near as strong as it used to be and, I would say, it only lasted about three or four years of full-time game-play before the twitch crowd started leaving it.
So, make your marketing campaign out to cover 1/3rd twitch gamers and 2/3rds veterans, you'll get the veterans back if you have the right stuff -I'm seeing a lot of good in what I've read thus far- and, maybe, if the game is as tabletop accurate as possible, the twitch crowd can be put back on their heels, will learn tactics, strategy, actual respect for one another, and my favorite word in the whole English lexicon, honor. It will be a community/individual thing, and the community will be stronger for it. However, the game-play has to lend to the necessity of having to fight as a team, a team whose whole is greater than the sum of its parts; if you have F2P that actually allows P2W, you will get money coming in hand over fist for a while, and then it will get boring for those who are paying, and they will leave too.
It's a fine line, and I believe you guys have the balancing stick in hand to help you not fall of the wire.