I have to say, this way seems more confusing to me because of special abilities. I would have thought leaving them separate just makes more sense. Maybe even change the cards slightly so it looks like this (no mech in particular):
S +0 M +2 L +4
Att 2 2 1
AC 2 2 0
LRM 1 1 1
It would change the cards a bit but not really any more typing. Maybe I'll just make this an at home project.
But what about FLK? And IF? Do you add ART to your standard attacks? What about NARC?
When do you add TUR values? Do you add all the TUR values?
In Alpha Strike, you use base damage. Keep it simple.
What about FLK? If you are firing at an aerospace unit, check what it says. Otherwise, doesn't matter.
What about AC? If you want to use AC special munitions, check what it says. Otherwise, doesn't matter.
What about TUR? If you want to fire at a target not in your front arc, check your TUR. Otherwise, doesn't matter.
You only uses special abilities when there's a special situation. If you're just firing at a unit in your front arc, and you forget them, you're fine.
Shoot things, blow them up. This isn't a game of figuring out which numbers to add to which. The rule is don't add them.
If you're using a special ability, the special ability will say what to do with the numbers (and it's never* add them).
*one exception, TOR. There's always an exception. BLAH.