I have just a few ideas that after skimming through a lot of all this I didn't immediately see.
1. I feel like orb on death is somewhat out of place and could be removed.
2. If not, I feel like the orb on death should be the only orb you can get, or make the item orb significantly less powerful. There are no other internals in game that have synergy with an item. Quite a few internals however, reward or give an effect when certain, purely combat related things occur.
3. Make orbs have a similar "black hole" effect to the shield if and when you attempt to place items within their hitbox. this could reduce orb stacking but I'm not really confident this is a good fix at all just an idea.
My biggest issue with the orb lording is that it is plain better to use it than 90% of the other healing alternatives for about any mech. The exception of course being a predator that is being played as an assassin and not as a skirmisher or a technician who racks up many assists and could potentially get more use from re-constructor or armorfuser.
The things I would focus on fixing is pretty much what others have suggested. Definitely change the orb-lord internals themselves, by making them non-compatible with each other, and/or reducing their effectiveness in some way via a condition that is combat related or an overall reduction. The only other thing I could see working is change the armor gained to be percentage based like the armorfuser, which is the only other healing alternative that comes close to competing with the orbs for on the fly aggro healing.
And the second big thing would be changing the orbs themselves in some fundamental way that would reduce a player's ability to almost completely rely on them to survive and win a firefight. Whether that's a mechanics change that the OP purposed, or a total health percentage (or damage percentage) based amount of healing, something needs to be tweaked.
One more thing I thought of was changing the orb lord internals to something else entirely that's not completely unique to internals in interacting with an item so much. Maybe have a repair kit increase any amount of healing received by a small amount per tick when outside of combat. Fundamentally changing the extractor could work too. I was thinking change it so it increases the range at which a player can gather eu and orbs from a location. Or we could just change it to a siege based internal but I fear that if customization is limited and mechs are given set internals that it would take away from a mech's ability to perform on any other gamemode due to being an internal down from everyone.
One last idea came to mind while I was ending this and it was maybe changing the on-death orbs to be scattered in very small orbletts in an area around the slain player in a similar way the battleship in siege scatters eu when it is destroyed. The smaller orbs would have much less "health" and would benefit a lot less from percentage based increases in effectiveness.
Edit: Yes, an A-class can tank a lot of damage on multiple orbs, but you can't outheal a one-shot 
Edited by Flifang, 28 July 2016 - 01:05 PM.