Since some folks were asking about what changes get made between the OG AtB scenario generation and a final scenario, and this scenario is a good time to break things down. Here's a complete list of everything changed in this scenario.
GENERAL
-Re-ordered the entire list into distinct lances
MECHS
-Replaced Leslee Chen's Lancelot with an Ostroc. Reason: MOC shouldn't generally have access to that, and 2 Osts make a fun pair of Mechs to run for somebody.
-Replaced Tina Alves's Marauder 3R with a Marauder 3M for purposes of easier differention between a CO and a not-CO.
-Replaced Reinforcement Anthony Gruber's Hermes II -5S with a Clint. MOC shouldn't have top of the line FWL gear yet
VEHICLES
-Replaced Willow Gaffron's Striker light LRM tank with a standard LRM carrier, to make things easier on whoever's running that group.
-Replaced Guy Parkhouse's Behemoth Assault Tank with an SRM carrier, for same reason
-Since there's so many vees, I averaged out all the vee crew skills. They originally ranged from 2 gunners to 5 gunners, and from 1 pilots to 6 pilots. Overall skill average was 3.7 Gunnery and 4.15 Piloting, and that translates to a 4/4 overall average. And again, making all the vees the same skill level (usually in lances, but this time all of them) makes running them easier.
SCENARIO
No changes
The lessons for anyone wanting to take a turn as GM basically boil down to:
1) Make changes to improve game management. One striker LRM tank in a lance with a bunch of LRM carriers is a PITA to run. 3 LRM carriers can all match movement and run more quickly. This is also why the vehicle skills get averaged out in big games. It's more important to keep the game moving than to worry about 1 vee being 2/5 and and identical vee being 4/3, and having the inevitable "whoops I got them mixed up" happen.
2) Make changes to respect fluff. Even with the 3039 retcons and the serious unit availability bumps that recent publications give to the MOC, having top-end foreign gear is immersion breaking. Swapping those units for something that's more available to the faction, and a roughly equivalent level of optimization (Lancelot to Ostroc, Hermes II 5S to Clint) is how to fix that.
3) Try to balance out making things better with making things worse. In this case, a Striker to an LRM carrier is an upgrade, while a Behemoth to an SRM carrier is a downgrade. Lancelot to Ostroc is a sidegrade, and doesn't need to be compensated for elsewhere.
4) In the vast majority of cases, the scenario is perfectly fine as-is. Doubly so because rerolls exist. If the base scenario is so bad that it requires changing, generally speaking, you shouldn't try to run the scenario in the first place. Chase Missions are particularly bad about this. The only thing that may need touch-up is usually the map size. 2x2 is the smallest that a monthly game should be (~30x35 or vice versa).
5) Throw something interesting into scenario unit lineups roughly every other game, if the AtB doesn't do it for you. Something that "shouldn't be there". It gets boring seeing the same ~30 Mechs over and over.