Alright thanks for the responses first to AlphaMirage I moved the AMS from turret to front as advised. I spent a while trying to figure out how you'd reduced mass and increased armor. Then I realized you removed the targeting computer. No offence but for my design style that's considered a critical component that is only rarely omitted when there is no other choice.
Sounds like you just need to spend more of that money (its basically the same BV) training your crews (to 3/6 since only hovers/VTOLs really need to make piloting checks) or making faster vehicles that don't have to fire at long range all the time (which I am presuming is actually why its doctrinal). TCs are limited to their platform, good crews are good crews always regardless of what vehicle they are in.
You're more likely to have a vehicle immobilized than lose its crew, while its repaired you can put them in a different tank, or if in a bad way rescue them from an active battlefield far easier than recovering an expensive piece of kit.
To Retry I was unaware that the tractor couldn't work that way I thought I would be able to keep a tractor from slowing the unit down. Because I'm unsure of my math my 30 series with cruise movement of 6 what's the heaviest trailer they can move with a 1 mp penalty?
Second I'm aware of the superheavies speed issue. They were only ever meant to go after a critical immobile target that would force the enemy to engage to defend it. I'm also not strongly invested in the concept.
Unfortunately by the rules in TW you cannot reduce by only 1mp (there were old rules in BMR that recompute the total tractor-trailor mass and derived a new one based on engine size/suspension but not in TW). You can carry up to half with a reduction of 3 or half Cruise/Run MP although it can still move 3/5. More than half just halves the cruise speed and prevents flank.
Agreed on the superheavy side, a critical immobile target should probably be seized via paratroops, blown up by artillery from afar, or just get into siege mode. (Unless you need it now! Which seems improbable.) They could however serve a good defensive role as a rumbling death tank will draw enemy assets away to engage it or make them redeploy. The problem is that it gives them time to redeploy wheras a more mobile force will accomplish the same thing but more decisively.
The actual way I consider my forces to be structured is thus. Aero forces first role total suppression of enemy air assets. Secondary roles scouting and destruction of targets of opportunity.
Hover force. Highly mobile division scouting and piecemeal destruction of enemy assets with overwhelming local force. Hit and run.
The Slow force Anything with 2 mp or less. Not a force that can bring the enemy to battle instead they are targeted on a critical immobile infrastructure. This force is also a safety umbrella that any other force can run to to end enemy pursuit. Also where possible resupply and repair would be. If there's artillery it would be found here as well.
The chopper force A series of cheap thirty ton choppers with four med lasers. Roam the battlefield in groups of two to four looking for targets of opportunity.
The light tracked The fast thirty ton tanks. Roles are scouting and artillery spotting. Killing lightly armored units and infantry. And setting fire to any possible enemy cover.
Individual forces There are several more possible groups but these are more general purpose with similar roles and are only in differing groups due to different mp.
I think you might need a doctrinal look at the force, medium lasers are not great VTOL weapons, go for long range and use them as harassers, rear-area raiders, scouting, and airborne mobility assets. Hawk Moths and Donars do work in pairs and are hard to shoot down, Yellow Jackets are good for lobbing Arrow IVs from afar and should never be engaged in close. Karnov, Cobra, and Anhur type should serve as your fast light utility vehicles linking units together and a mobile reserve/rescue force (Chopper Back Up!). They are unconstrained by regular routes and thus less susceptible to ambush (they can also drop and hide from hostile air power in theater). The same is true of small craft which can serve as an intermediate wide area resupply/command node.
2mp is to slow you'd probably want to move 3/5 or faster otherwise the enemy could redeploy for local superiority, long range harassment can immobilize you quickly, and the faster unit chooses the range. Your artillery can be self-propelled (and 3/5 without to much difficulty) or mechanized field guns and it should move with the main tank force to soften up or immobilize hostiles. Combined with 5-6 MP faster light/medium tanks (like the Farpuncher) and even faster 7-9 MP outriding hover-tanks and attack helos this formation optimizes everyone's advantages while minimizing the enemy's ability to respond. Then you bring in infantry to mop everything up, enter difficult terrain (putting flamers. machine guns, and inferno SRMs with the infantry might be wiser than on the tanks), and hold a line until air support can arrive should the enemy show up in force.
Safe harbors should be in space, not on the ground, anything on the ground needs to be ready for incoming or sabotage. Anything approaching your space borne assets should be shredded by Aerospace power before it reaches your spaceborne assets. You can always land again wherever the hostiles or friendlies are and bring Aerospace fighters to clear enemies around the LZ.
Thus a more balanced design could be
Tanks by MP - 7+ Hover, 6 Light, 5 Cavalry, 4 MBT, 3 Heavy
Hover takes one flank while Cavalry takes another, Light and Heavy Tanks move with the Infantry (which should be at least motorized).
Attack Helos should be lingering on the periphery or behind ready to finish off immobilized or heavily damaged vehicles from long range or intercept fast moving targets that are trying to cut in from the rear. If no target presents itself they will serve as the main artillery and air fire direction spotters as they have an excellent view of the battlespace.
MBT are the front liners and should carry a solid main gun with good range and damage, some secondaries, and a lot of armor. Their job is to close with and punch a hole into the enemy lines, as such they need a good balance to avoid floundering or being destroyed from peer weapons.
Once a hole in the line appears Light Tanks can exploit it carefully, I'd put SRMs and Pulses on these for precision and short range damage potential. This also makes them good against back-stabbers and hostile infantry.
Heavy Tanks back the MBTs up from behind with heavy long range fires (Rhino/Steumfeur) or punishing any enemy that seeks to break the line with devastating short range fire (Von Luckner/Demolisher).
Cavalry tries to get flanking shots in on the main line to cause mobility and critical damage as well as reducing the main firepower forward. Thus they probably should have LBX cannons and Missiles for the side crit potential.
Hovertanks weaken a flank using probing/slashing attacks with an intention to thin the line, force a pursuit, and hammer the now thinned ends of the enemy line, or exploit their rear area. They can also redeploy to combat any breakthroughs in your line that might turn into a rout.
Artillery is with the infantry for security, probably directing fires on the flanks or any very large, slow, and dangerous targets like an Alacorn that pose a major threat to your MBTs.