Ah, there it is. Lights are totally fine - if you have all-10 pilots and at least four of a very specific piece of kit you might not even encounter in your career due to RNG.
Edmon I think posted a reasonable reply, but I just want to echo the sentiment that you have to be careful not to bite off more than you can chew. I was able to do up to 3 skulls with my lance of 4 Spiders, but it was really hard until all of my pilots got the Ace Pilot ability, and even then it was very challenging. Even with end-game gear and 10/10/10/10 pilots though, I would not attempt higher than maybe 4 Skulls with a lance of 4 Spiders (although maybe the COIL will change that....if you have the guts to put it in your CT!).
But seriously, that is really good! I think it would be unfair to call the game 'balanced' if 4 Spiders were actually able to take on 5 Skull missions. By the same token, I don't think 4 Locusts should be able to handle more than maybe 3 Skulls. Afterall, these are not combat machines! They are scouts, plain and simple. So I don't see it as 'bad' that you need the Firestarter in order to handle the highest difficulty missions, but to each their own!
Of course all this may change in two days.....perhaps Locusts and Fleas will become the new 'kings of the battlefield' (though much as I love light mechs, I sincerely hope not!)
Part of the problem with permanent evasion is that it would need some extensive AI mods to prevent clubbing. When faced with a high-evasion target, the AI will almost always use a single lowish-heat weapon (say one medium laser) to strip evasion for followon mechs to focus fire, even if evasion is non-strippable in the current mod. I have not seen a non-strippable evasion mod playthrough where the AI has been successfully tweaked to remove this tendency. And this is when the same exact mech has plenty more weapon options/combos it could have used that still would have been completely or nearly heat neutral.
Really? Because that is a super easy thing to change in the Behaviour.json file. For example, I think the default setting for AI to fire a 'conservative shot' is 40% or less chance of hitting. In my game, I have it set to 30%, because I think its better for the AI. You could theoretically set it to 0% so that the AI always fires all weapons all the time, but I think that would be a mistake...
Seeing as there is a contingent of players that believe that evasion is fine as it is, and another that think it needs to be changed to not being stripped by incoming fire, how about the idea I floated on the previous page?
Strip evasion on hits, but not misses. Or, alternatively strip it on misses but not hits.
Seems to me to be a nice middle-ground between the two camps.
I sort of like this idea, except I think it would work better if it strips evasion on misses not hits because making it strip on hits only punishes you for bad RNG and that would definitely feel 'unfair'. However, it sounds like there are some interesting changes to how Evasion works already coming our way. I'd much rather play around with them and get a feel for their effects on 'game balance' before looking into alternatives such as what you have suggested...