You also failed to address the first point- your complaints are partly with how it performs in the contrived circumstances of table top play with small maps and BV caps.
Your first point was....pointless.
I've run Regimental games on tabletop (takes days, sometimes weeks, it's very complicated getting people to show up for the next match and record keeping is an absolute requirement.)
I've probably gamed it on broader circumstances than you have-it's not an effective tool. Comparatively, it is less effective as a vehicle killer than some of the cheapest units you can get in the game, it's not an effective counterinsurgency machine, because it's slow and has the one gun only. (adittedly, converting ONE guy in a platoon to a fine pink mist per shot may have some morale impacts...but not really-even two isn't that useful.) Because it is slow and it is easily seen. it is not good for hunting 'mechs because unless the 'mechs are all 2/3 lights with short guns...it's not effective as a vehicle hunter unless the only vehicles on the map are demolishers.
.
It is simply useless unless the entire scenario is built specifically to make it useful, from the team it's part of, to the force it's up against, to the terrain being used.
the niche where something older that (presumably) costs less on the used market (and is more common) isn't better? is exceedingly narrow. even limiting to the pre-clan DAVION R.A.T. (because remember, this was fluffed and released as a Davion design.)
The Yellowjacket is less practical than the CGR-1A1 Charger. (also by extension, less useful than a Hollander), this me being
generous. Your theory relies on Fluff, because you can't test it...or you refuse to test it. I've come about as close as anyone here on this board to actually testing your ideas-and that was BEFORE you articulated them (by some years.)
I tried some way, any way, to make htis thing not a boat-anchor, and the closest I've come in more than 20 years in battletech gaming, and this is going with some truly ridiculous extremes including spending most of the summer of 2007 on a single battle using tabletop rules and a fixed table in my apartment (at the time), is that it has some use if the entire scenario is built around it from the ground up.
meaning everything is arranged to give it an advantage or mitigate its weaknesses.
everything. that means not only applying hard limits on tech, but also speed limits, range limits, and P/G scores. all of it, just to make the YJ useful.
this is the definition of a bad unit. You have to actually design the entire scenario around it on both sides, including terrain, to make it useful.
(and even then, there are cheaper/older/lower-tech units that are even BETTER under those tailored conditions, in the same roles.)
In terms of Campaigning: To get those elite pilots, they have to survive missions. This is ridiculously unlikely with a Yellowjacket. The aircrew don't live to get better.
Come on, Colt they had to
change the rules to even make it viable under ideal conditions.