The starting player mech was originally changed from a barebones CR-T Recruit to a fully loaded Assault with several items and internals unlocked to improve the new player experience and to combat the notion of pay to win. In the words of capnjosh,
On a related note, back when I was green and free of all Hawken skills, I would notice the loadouts of the mechs killing me. They had stuff that I didn't. And then I noticed the only way for me to get that stuff was to either play a really really long time, or spend cash to get it. Honestly, that's thinly veiled "pay to win", or it's dirty uncle "pay to compete". I don't like that; and it's not even necessary! What can we do though?
-capnjosh
Josh correctly points out that vertical progression posed a problem for new players: not only were they facing more skilled opponents who had more experience in game, they weren't even fighting on equal footing - their opponents had a competitive advantage because they had already put forth the time or money to purchase a full loadout of items and internals. His solution was to give new users a full loadout of internals so that they no longer start out at a disadvantage.
This insight has been completely forgotten in the new console patch - the devs have created the same problem capnjosh originally faced, just significantly worse. G2 mechs are strictly improved over their G1 counterparts: they have better stats and their items/internals start out better and can be upgraded further (e.g. the ridiculous "advanced extractor" with 45% faster orb extraction), and the only way to get a G2 mech is to either play a really really long time (first you must fully level a G1 mech and then you need to earn enough HC to purchase and upgrade the G2) or spend cash to get it immediately.
Honestly, that's thinly veiled "pay to win", or it's dirty uncle "pay to compete".
-brackets
edit: I've fleshed out my thoughts more here.
Edited by brackets, 12 July 2016 - 08:44 AM.