Ok so, after reading the initial batch of threads of OP NERF RAGE (a few of which are my own

)inevitable for new releases, lets start documenting what has improved so we can see where the mod is moving forward nicely.
I'll start my list with Jump jets, the minimum fall distance change has helped them immensely for me, the constant jamming my toes on tiny rocks of inclines seems to be largely solved and I have found them much more useful.
Both ATMs and Heavy Lasers appear to be quite balanced and fun weapons to use.
The wars code has really helped me with both AC and SRM detection.
The balance between AC20 and UAC20 turned out better than I thought, they seem to relate to each other nicely.
Most of the new variants seem pretty solid and I noticed one of the Uziel variants, the RAC2 one, was changed in exactly the way I suggested, the MRM was downgraded to 10 and the RAC2s were given two tons of ammo, so that it good.
Also, RACs in general are more useful now, particularly the 2s seem to do much more reliable damage to ground targets while I approve of the new RAC5 pricing. Mr.Bubbles has avenged the honor of the RACless joke mech.
LOVE the new Vulture variants, laser/ missile combos are the only true Maddogs.
New pricing system is great in many ways, Love the cheaper Warhammers and Oros especially.
LBX is pretty beast now, at least the 20s, I have yet to test the 10s though.
The return of the AC5 Partisan and having it be starting rank has been crucial for early game heavy options, they seem to deal pretty good damage to lights and Areos.
New mauler variants look good but I havn't tried them much yet.
Finally, X-pulse lasers are a big step in the right direction for pulse lasers as a whole, on demand is sweet even if the damage/heat rate is a bit low on them but overall I like where this is going and hope normal pulse lasers soon follow.
I'll post more as I find them. Remember, post what you think is going in the RIGHT direction, would like to see how much consensus there is.