Any talk? Yes.
At a MechCon, Mitch asked the crowd, "Wanna run two lances?" and the crowd goes YAAAAAAA and he said something to the effect of "Well, I guess we better give them what they want."
Getting there is a completely different story.
One is practical: the game was designed for 4 player run mechs. The UI is all set up for four. While the programmatic infrastructure is there, revamping the UI to cleanly do that is nontrivial.
Single player game balance becomes an issue. Again, everything is set up and balanced for 4, even if those 4 are King Crabs and Atlases packed with LosTech+++ gear. Do you get to run two lances all the time? Will they be restricted to Flashpoints? If so, will we get some kind of 'dynamic procedural micro-campaign' so we get the flashpoint-like opportunity more often? Will we have 5 skull missions distinct from 5 double-skull missions? Gotta fix the star-map filters...
Then there's fluff: How do we, in-game-canon, come to the point of having this capability? Why didn't we have it before? Frankly, this is the least difficult part. Real reason is always Because Game. In-universe reason is "because you don't have a second dropship", which is always fixable by "and now you have another dropship". If there can be a Bull Shark mech, there can be a second dropship. They didn't paint themselves into a corner that prevents it with their fluff or game asset design.
So, if the Lord Commander announces that we could have this, but we must give him money, the business case falls down to "Number of people who say shut up, take my money" times "Amount of requested money" versus "scope of work; cost of skilled manpower; time to market; burn rate; minimum viable product that doesn't look like a cheesy money grab DLC that erodes goodwill but was nevertheless expensive to deliver".
And so, off to the Steam statistics to find out how many people are still playing the game a couple months after the last DLC drop (let's call those 'nerds', or 'easy money'), and how many people actually played the last DLC for a while (likely purchasers, or 'middling easy money'). Moderate hard sell is to people that bought the base game but never bought a DLC, or people that bought it on steam sale, or even people that bought MW5Mercs but didn't buy the original BATTLETCH game. Hard sell is to new purchasers... market for turn-based big stompy robot games with overtones of Game of Thrones written by attractive and successful game development houses may be saturated. There's a well to go to... but how deep is that well?