Again, BT is about the whole enchilada. Why play an RPG about star-spanning empires if you're not going to span the stars? Why play an RPG about 'mechs without 'mechs?? ???
One, the BTU is about the BTU not just Mechs.
Two, no-one every said that they should get rid of Mechs in the RPG.
The two stances that have been debating are Talen5000's that BattleMech combat should be left to the TTG and not shoehorned into the RPGs.
Or my stance that the Vehicle portion of the game should be a more roleplaying experience and less of a boardgame that derails and takes over an RPG session.
The issues is in most versions of the game, AToW included, the game tries to hard to be just a pilot simulator for the TTG and less about actually being an RPG.
When a typical 4 hour RPG session turns into 30 min of roleplaying and 3.5 + hours of board gaming, the game is failing as an RPG.
AToW is a great example as the basic RPG game mechanics take up about 10 pgs. and the combat rule take up 29 pgs., but the Tactical combat rules take up 26 pgs.
I mean the rules just for Vehicle combat take up 44% of the rules in the book and it for the most part just amounts to how to play the TTG with some fluff info and on how to handle a PC getting hit by a Mech weapon.
Look, I know that both 2nd and 3rd did the same thing to a point, but both of those version put that information in a separate book from the core rules.
Overall, the issues with the MechWarrior RPGs in general is, they never truly setout to be RPGs as that has never seemed to be TPTBs goal.
They are at their core Pilot/soldier generators for the TTG, with some fluff added to make them seem like an RPG.
When the AToW core book has
32 pages of short stories (wasted space)
9 pages of basic rules
31 pages of combat rule
25 pages of table top integration rule requiring at minimum two other board games (Battletech/Aerotech)
and a whopping 71 pages of equipment
even the GM section is 10 pages of RPG info and 41 pages of fluff.
As for extremely overcomplicated lifepath character creation system you are looking at 102 pages with 47 of those pages just being Lifepaths and how to use them.
you have to ask yourself.
Who was this game written for?
There is a reason that Mechwarrior did not make my top 5 RPGs or an Honorable Mention.
Lets look at my favorite RPG Star Wars D6 for an example
around 12 pages of short stories
12 pages of basic rules
11 pages of combat rule
28 pages of fully RPG integrated Vehicle/Space combat rules covering all aspects of Vehicle/Space combat without the need for other books or TTGs
25 pages of equipment
GM section is 20 pages of RPG info and 13 pages of fluff.
The character creation system is around 54 pages with 19 of those pages being the core Templates.