Ok, not sure which campaign I'll end up in, but thought I'd play some with the rules to see how it would work. I'm posting here in case seeing some options helps Travis with sorting out rules.
Options:
1. Wolverine 6M, Pilot: 5, Gunnery: 3, Edge: 2; Wolverine 6M Pilot: 5, Gunnery: 4; Warrior Attack Helicopter, Pilot: 5, Gunnery: 4 (X2)
2. Wolverine 7K, Pilot: 5, Gunnery: 4; Axman 3S, Pilot: 5, Gunnery: 4
3. Grasshopper 5N, Pilot: 5, Gunnery 4; Axman 3S, Pilot: 3, Gunnery: 4, Edge: 2
4. Wolverine 7M, Pilot: 3, Gunnery: 4, Jumping Jack; Grasshopper 5N, Pilot: 5, Gunnery: 4
5. Axman 1N, Pilot: 2, Gunnery: 4, Melee Specialist, Melee Master, Edge 2; Warrior Attack Helicopter, Pilot: 6, Gunnery: 4
6. Axman 1N, Pilot: 6, Gunnery: 5, Edge 2; Heavy LRM Carrier, Pilot: 6, Gunnery: 5; Hephaesus Scout Tank - Primary, Pilot: 6, Gunnery: 5, Squad of Battle Armor (4 Tons worth), Pilot: 6, Gunnery 5
Of those, the least balanced was #5 and was more an exercise in could I make a good brawler. Most likely I'd go with option 4. The Thug / Guilotine combo was really nice as well.
As written at least, the rules seem to push towards 2 units rather than 3 or 4. That's fine if intended. Given the DA motif, mixed unit seemed to make more sense but I didn't feel like there was enough value there. Crews are as expensive as mech pilots to buy and more expensive to heal or replace. Option 6 was my attempt at mixed unit types and while I could fit them by BV and Support Points, all the pilots and crews were base.
With a sweep of his...
Hat