Yeah, it's pretty damn snazzy.
Looking at those numbers, I had an Idea for balancing unit costs.
I'm not sure how you're doing costs per unit, balancing unit cost for unit type, salvage, and kill rewards.
I had an Idea though.
Say, since the numbers are so high, you can keep the battletech C-Bill Costs, but just scale it in accordance. So, say a base number of 500k per-kill, plus an additional 25% of the cost of the unit you killed, so say, by killing 4 BattleArmor, you could afford a BattleArmor of your own based on just the percentage, let alone the 500k extra.
This will make it so mechs, vehicles, or even battlearmor won't be bought in the first 2 seconds of Battle. By the time people can afford them from enough kills it will seem like they are calling in for re-inforcements as the battle escalates, but it also means that everyone has a good chance of being able to afford any unit within the timespan of the match. It's also a rewards good players while still giving not-so-good players a chance to catch up. Good players, who know what they're doing, can take out a Mech and get the 500k base XP + 25% of the cost of the mech.
For example, the Gladiator is almost 40mil C-Bills which means you get 10mil bonus on top of your 500k base kill cash, so you can afford a light mech by taking out that heavy, so on and so forth.
Just throwing that out there...