Thought of a couple more things:
- Why do the vast majority of dropships weight 20,000 tons or less? If I'm counting right, the list of ships which weight more than that is: Mammoth, Behemoth, Tiamat, Castrum. That's it. If you can do almost all of what you want with a dropship using only one fifth of the allowed construction mass...something is screwed up with the construction rules. Dropships should end up with a more even distribution across their mass range like Mechs, Combat Vehicles, Fighters, and Warships.
- Unless you use the advanced heat/firing rules, the Suffren is incapable of firing any weapons in its nose arc. What this says to me is that the 'advanced' heat rule should really be the standard one.
- The mixing of levels of detail in the heat/firing rules. Under standard rules, I have to take the heat for an entire arc if I fire any weapons in it. However, I still have to resolve those weapons bay by bay for damage. It is a confusion and annoying way to split up the abstractions.
- The interaction of AMS/Point Defense and Capital Missiles is not all that balanced and somewhat frustrating to use. First, the AMS rules contradict the damage calculations for any other PD weapon, and they also break the heat-by-arc rule, even if you aren't trying to use the advanced rule that would let you do it. Second, the list of weapons you can use for PD is needlessly restricted. You almost never see any of the allowed weapons on a large craft, so it really only works for fighters that happen to have small lasers. Honestly, is there ANY Aerospace unit that mounts Flamers or Clan Micro Pulse Lasers? Also, the allowed weapons are so low damage its tough to get enough together to destroy a single capital missile, let alone a spread of them. Third, you are supposed to put the weapon into PD mode during the end phase of a turn...regardless of whether they are on a fighter or a Warship bay. Finally, I can completely ignore the whole point-defense rules and use targeting capital missiles instead to use my weapons that can deal non-trivial damage to blow them up. That is WAY more effective, except the way the rules read I can only fire at ONE missile per firing arc on a dropship or warship, and if I do, I can't fire at anything else with that arc. Just...why? The capital missiles are the size of aerospace fighters, so just make the targeting capital missiles stuff the standard rule and forget the PD stuff.
I get that missiles can be powerful thanks to the crit chances and occasional nukes...but the rules for point-defense against capital missiles are not very tightly written, have never felt all that balanced to me, and have too many corner cases and quirks that break other rules.