NotLikely

Hello! You've been pointed to this page because you've asked a question or made a comment about something that's not bloody likely to happen. Pretty much everything listed here requires an entire submod just to make it work. It's not impossible (see: Tanks!), but we'll need more staff to code it. See Gameplay Changes for things that the staff are actually working on right now.
= Game Balance =
While Classic BattleTech (CBT) and other TableTop (TT) Lore accuracy is preferred and initiates many of our balance decisions, it is not the goal. 
Our current guiding principle is to provide a balanced experience with UNLIMITED diversity: this means that players should never feel compelled to play one style of mech because it is the "meta". The dev team will always be attacking imbalances from all sorts of angles, in both Combat Game and Sim Game. 
From a high-level overview, in order to achieve the varied experience, the vast gulf in tech levels in CBT has been squashed down, so not only is clan-tech not overpowering, even primitive weapons remain viable options in the end-game. Light mechs have many CBT rules brought in to buff their strengths, while operating slow, weapon-heavy Assault mechs can become a large economic burden and bait for airstrikes. 
Civil discussion is always welcome on our [Discord], but understand that the dev team is building the balanced experience that it sees, and is not your personal game studio. Poor behavior will be met with equal grumpiness.
= Vehicle Mech Bay =
The entire UI shatters in to a million pieces.
= Version Rollbacks = 
No. Devs have ZERO interest in maintaining separate forks. You're welcome to start your own, most of RT is open source.