Those pics are sweet, I'm really liking the gauss effects and the PPC looks mad, that's one cool weapon.
I'd be really interested to see some summaries from whatever warfare or tactical experts you have on the team on how the combat model is looking. Does it aim to follow the style of any particular age of warfare or the general principles of war, stuff like that and if so, how is the model shaping up against the intent. What is the desired and achieved balance between dedicated platforms and mixed designs, or the balance between short range and long range. If you have people who understand that world and that terminology, their views would be our best look into how the game actually plays rather than just the outward appearance of it.
I don't know if I speak for anyone but myself but I'm looking forward to a Mech sim that plays as you'd expect a real armored battle to play out rather than a FPS in giant robots. Any indication on which way things are leaning would be greatly appreciated.