Some initial thoughts after playing with this mod through the mission on weldry.
1) Stability changes are good, but i still feel its to easy to knock down lights and mediums without taking out a leg. i have noticed that the AI actually has time/will brace if high stability meter much more often now, but stability seems to be an issue still.
2) still feels to easy to get mechs, i ran 8-10 random missions, plus argo, panzyr, and weldry(modded to skip tutorial/mines). ended up with 1 spider, 2 commandos, panther, treb, and a griffon 2n, in addition to the mechs provided by the story. salvage from mechs needs to be capped at 2 for head, 2 for leg and 1 for CT imo. As a side note, the 2N is OP, it comes with 4 DHS, so it breaks the game balance pretty badly. Small sample size, could just be lucky rolls, but getting 3 salvage in a single mission is problematic imo.
3) Economy still feels relaxed, with 3 salvage per mech seems like you can get to many mechs by doing random missions/buying from stores, and mission payouts seem higher without reputation with the houses(not counting restoration). Its a tough thing to deal with so understandable.
4) weapons are still skewed towards SRM/LRM, and with the increased + weapons in stores, damage spikes pretty hard because its easy to find them. Stability is still to high for LRM/SRM, and they need more spread on both called and regular shots if possible. Overall, i like the weapon changes so far, excluding the LRM/SRM issues.
5) Mechs: Overall nice to see new variants, but they are not super effective imo. While true to lore, they still lack effective damage when played by the AI. The heat changes do help the AI do more damage, but some custom variants would be ideal. Also, not a fan of the armor penalties with the shoddy/ramshackle status, makes various missions to easy in general.
6) Combat: Still to many headshots, with the potential to eliminate an opponent.