That being said, I am extremely frustrated and disappointed with the direction that the game is moving. There are a lot of trends that I dislike (the decreasingly gritty / military-esque HUD and menus, countermeasures, etc.), but the biggest one by far is the direction that customization has been moving in. Essentially, "I'm mad as hell, and I'm not gonna take it anymore!"

I feel like as each stage of testing is run, the player's ability has been progressively has dumbed down / constricted. Just take a look at this pre-alpha video:
[media][media]
As you can see, that much earlier vision of the game gave the player A LOT of options. It is possible to tailor a mech to fit any play style pretty closely. It also allow for a ton of experimentation and variety.
I can't discuss what happened in alpha, so we'll skip that stage
In early CB, there were specific chassis, instead of just generic "A, B, and C". Each chassis had a different ability, a single secondary weapon, 2 default primary weapons, and 0 to 2 additional primaries available to unlock at max level. The first primary weapon was always available to you in battle, and you could pick one of your unlocked primaries to be your alternate, available to switch to when between lives in a match.
This is a HUGE reduction in the player's ability to customize, when compared to the pre-alpha video. There are tons of weapon combinations that are straight up impossible. If you are really partial to a particular weapon, it is quite likely that in order to use it, you'll be "forced" to either use a secondary that you don't like, or a chassis that doesn't suit you. I adore the EOC repeater. In CB, I had to either play a rocketeer (Not a fan of the hellfire, and prefer to more mobile), or level an infiltrator all the way to 20 (using primary weapons that I don't enjoy all that much). Requiring a player to play in a way that they don't like to, just so they can unlock the ability to play like they actually enjoy is not a fun system.
That said, a mech could be further specialized by distributing optimization points (earned as you level) among a tree of bonuses, and purchasing internal parts that gave specific bonuses. Both the optimizations and the internals had a significant, palpable effect on the feel / game play of a mech. A good bit of time could be spent distributing those optimization points, trying out the mech, the redistributing the points to try something new. Same can be said about the internals. These things weren't as fundamentally game-changing as choosing a different weapon, but they at least allowed some amount of tweaking, refinement, and experimentation.
Later in CB, the effect the optimizations was significantly reduced. The internals were given negative side effects to counter their benefits. The change to the internals didn't really affect customization that much- it really just made the player have to more closely consider their choice. The optimization "nerf" however, had a major impact. At this point, most of the bonuses were reduced to the point of being absolutely trivial. The few bonuses that actually had an effect on the mech were essentially made required- spending the points anywhere else was simply just throwing them away. So now all of the mechs have roughly the same optimization layout, and the difference between those who follow that pattern and those who don't is extremely small.
Next, we have OB. Optimizations and internals go untouched. Weapons are further restricted, though. The max level is raised from 20 to 25. A mech starts out with access to only one weapon. A second weapon is unlocked at level seven, and a third (for most chassis) is unlocked at 25. To make matters worse, you can only have one primary equipped to you mech at a time- no more swapping to your alternate primary whilst between lives in-game. This is just absurd. Now people are potentially forced to use weapons / play styles the dislike even longer.
For instance- the scout: This baby starts out with the mini-flak, and gets the flak at 7. These weapons are fairly different (one is more DPS-based, and the other one starts to get into peek-a-boo territory), but both revolve around the whole fast-moving-CQC play style. Let's say someone want to play a more long-range, explosives based, support-y mech. The scout with the HEAT and the TOW would be perfect for this. Unfortunately, the player has to grind through 25 levels of doing something completely different from what they'd like to, just so they can actually play the game as they'd like to.
Forcing players to play in ways that they don't want to is just a bad idea. Such actions are not conducive towards attracting and retaining new players. In addition, stripping down customization to its bare bones is also bad. The ability to tweak, experiment, and re-tweak adds a lot of replayability, and helps people stick around. It's just fun to try and figure out the "best" way to set up a mech to suit you the closest.
The customization discussed / featured in videos such as the one above is one of the things that initially attracted me to this game. I LOVE games that allow for that sort of thing- it's one of the reasons I keep playing League of Legends (an outrageously successful F2P game). The game play never gets stale since there are so many fundamentally different champions, and so many ways to build / optimize / play said champions.
Having a lot of customizability is very beneficial to the F2P business. As previously stated, it keeps people interested for longer periods of time (obviously important). That's not all, though. The sheer number of options in LoL really allows you to feel like you own that champion- you've built them just the way you like them. That feeling of ownership and attachment increases the chances that people will want to pay for cosmetic stuff. At that point, they're treating / tricking out THEIR mech, instead of A mech.
Is Hawken doomed to bland, repetitive, cookie-cutter game play_ I hope not. It certainly doesn't have to be. So, how does one fix this travesty_ Here are my ideas:
1) Increase the effect of optimizations by a lot, preferably a good bit above where they were in CB1. But Frenotx! That will make high level mechs have too much of advantage over low level mechs! With the current system, yes it would. However, there's a way around it, which brings me to the next point.
2) Strong optimization bonuses give too much of an advantage to high level mechs, while weak bonuses are just... lame, and may as well not be there. If the bonuses don't give the owner an advantage over someone who doesn't have those bonuses, why have them at all_ How do you solve this catch 22_ Make the available number of optimization points tied to the pilot, not the mech. That is, introduce a "Pilot level", in addition to the mech levels.
Your pilot level would increase based on the experienced earned while driving any of your mechs. With the points tied to the pilot, the matchmaker can pit only pilots with similar amounts of optimization points against each other, thus giving everyone in the match a fairly equal footing. Customization AND fair play! Amazing! But wait! What about progression_! With the pilot level controlling the number of optimization points, and the pilot level being increased while driving any mech, wont pilots reach max level too quickly_ What then_ Point 3 has the answers.
3) First off, each mech should have one or two primaries unlocked / available to it off the bat, but ALL of the primaries immediately available for HC / MP purchase. This allows people to unlock the weapons they actually care about in a timelier manner, while minimizing the time "wasted" using weapons that you don't like. If the player chooses to, they can save up enough credits while playing another mech, and immediately unlock the weapon of choice upon purchasing the new mech.
So what about levels and mech experience_ This should unlock side grade options. These can include alternate versions of the primary weapons. Gain X experience using the slug rifle and you unlock the ability to increase its rate of fire at the cost of damage. Gain another X experience using the slug, and you unlock the high damage, high heat, low RoF version. You get the idea.
Internals can be treated in a similar fashion. At the start, internals have fairly low +'s and -'s. As you gain experience with the mech, you can unlock internals that have more significant bonuses, countered by more significant negatives. How specialized you want to be, and in what way you want to specialize is up to you.
------
Tldr- Hawken has been moving in a direction of less and less customizability. I dislike this move, and feel that it is bad for both game play and monetary success. The game doesn't need to go down that path, and there are several ways to bring back customization without breaking balance (and possibly even improve it). If the game keeps moving in its current direction, my, and many others', interest in the game will likely fall off.