(1) MEC Stat Involvement (and why it got dropped)
So firstly, no one understood improvised attacks which is why it's getting a full page in 0.14 - The idea is you can use any stat, it's your reminder that this isn't a board game and you can do anything so feel free to just roll some dice and see what happens as long as the GM is cool with it.
DUR used to contribute to Armor for years and pretty much towards the final iteration I decided to cut it. Reason being it became an instant pick in a game with no healing - More Armor means more SYN you can pull for Overheats, more survivability, etc etc. Pair this with DUR usually having defensive stratagems and it was just a no-brainer. It's also why Shields got some late game counter-play.
I actually had played with COMs affecting shields for a while, but similarly the scaling felt... off. Not bad necessarily but not what I was going for. The game feels sufficiently complex as it is, so I didn't want to add too much scaling with stats (which is mostly where Perks come in to pick up some of that slack).
There were plans to strip out MOB from contributing to Max Speed which I still consider now and then, but a fair few things would need some rejiggering - It is a big outlier at this point so I honestly might do that.
(2) Integrity vs Max Armor -- So the reason here (which is hella subject to change) is the idea that people were getting confused what "losing armor" meant in the context of the fiction etc etc - TBH if I were to go through and change things I'd probably have Integrity / Damage as the two (or something to similar effect) - Or Max/Current Integrity etc - This is mainly a hold over of "Armor" having a lot of pre-existing connotations in games and why I'd honestly prefer to drop the term "Armor" altogether (Which I might!)
(3) So the whole idea with Chances is that they're gambles, and there's a reason those two Stratagems are exceptional (we like some ~variety~) - They're heavy set-up with heavy pay-off, but require a level of commitment that changes how you have to play (or requires you to wait for the right opportunity to strike / teammates to assist) - Both heavily favor actually using "Stuck" and other enemy movement manipulation stuff which is why I really like them!~ [[Plus in the case of Charged Slash you still get an attack out of it either way, you just get an extra damage blast and some movement if the enemy is close at the start of the next round -- Might need to clarify that better in the text]]
As for multiple Action Cost abilities I think that could be very neat for new MECs! (Though I'd have to consider balance and such) - There's a cool potential with 3-4 Action Cost abilities because (depending on how your cycle works out) you could theoretically do those in one phase buuuuut that lands in a realm of sufficiently fiddly that I probably wouldn't jump for it ((Similarly I'd require both Action Points to be spent at once to proc a 2 Action Cost Stratagem - Could be cool to combining a Flash Action and Normal Action to do one when you only have one Action Point))
Thank you again for all this awesome feedback!!