I'm almost hoping so. One of the things that TW did, in my opinion, is port over a lot of the things wrong with the expanded BattleTech (or rather City- and AeroTech), and reworked them in the wrong way. Tac Ops only exacerbated the problem.
I've expressed my views on the failings in many ways over the ages, so I have no reason to rehash them here.
But, one thing I wonder about printing 'advanced rules' separately to begin with is why go only one direction? They're optional rules that can be used or ignored at a whim, right? Well, why not a range of options. Why not allow for some of the old, discarded or clarified rules to have a place as an option? The old BMR clearing woods rules, or the even older version? How about the accidental clearing versus accidental fires? How about the fan favorite of ignoring skidding rules almost entirely, or with a simple PSR with no real modifier? How about stuff to make Mechs feel stronger against tanks and vehicles, like when the BattleMech first appeared? Or, how about bringing in a modified version of the BattleDroids infantry, or treat platoons like a BA squad, with each squad getting its own line? (IE a little extra detail.) Or maybe relegating infantry to the same BMR clearing attempts with a tweak? (IE much less detail.) Or applying structural integrity to vehicles? Or the older motive and location hit tables to Vehicles? Or, applying aero movement to AirMech mode while the LAM is on the ground map? I could go on, but I hope you get the idea.
These are all optional rules, too, right?
Instead of just splitting up the current 'advanced rules', why not go whole hog and look at giving players different options to dial up or down the perceived strengths and/or weaknesses of different units?
It makes me think that if the current rulebooks are on their last legs before a new reprint and compartmentalization structure, then why bother at all? Is the cost worth the potential benefit for something that is only temporary?