I'd have to agree that modding has made the game better. The things I mentioned were the only things that really bothered me, and have since modded them out. The rest of the game I have enjoyed greatly so I definitely feel I received my moneys worth.
I am running my own TT balancing (limited to .json edits) making it as close as possible with a few tweaks here and there to things like machine guns (2 damage x 5) and flamers (10 damage/6 heat damage). All while keeping some of the HBS weapons flavoring. (PPCs, Increased AC damage, etc)
Sight distance is at 500. A mix of TT, and not being giving the enemy a free shot on spawn during contracts. 90 max heat with a .17 overheat threshold to equal the 5 TT heat (15 HBS heat), TT weapon stats including short/extended ranges (borrowing roguetech energy weapon stability damages), 15 experimental move grid distance with TT mech/vehicle move distances and moved distance modifiers. Each TT +1 modifier is now HBS +2 or 10%, 120 for firing arc (actually seems pretty closer to 240 degrees), some small tweaks to some heavier/massive upgrades, and some TT-ish terrain modifications. It is a tweak in-progress as I play.
I am using the following since 1.3. Wanted Pilot Quirks, but am having trouble getting the latest update working. Couldn't get the Random Start that comes with it or its separate version working either. Just picking my own starting mechs and keeping the same pilots. Go figure the mech in my avatar is my starting mech. :thumbsup:
CBT Heat
CBT Piloting
CBT Movement
Stabile Piloting
Charles B
Melee Mover
AIM
Pilot Panic
Pilot Fatigue
Merc Deployments
Monthly Tech and Morale Adjustment
Pansar
BD Annihilator and Assassin
HotD Phoenix Hawk, Marauder, Warhammer
JK Variants
Vehicle Improvement Project (Hovers changed from using tracked to wheeled movement type due to modding of some terrain features to exclude certain movement types, i.e. Wheeled/hover can no longer enter forest, but tracked can. Tracked cannot enter water, but currently limited to letting wheeled enter as hover is tied to it.)
Oh and the Contracts and Behavior Variables from Brutal Roguetech transplanted into my game. Roguetech lances didn't make the cut as all the mediums I faced were Cicada 2A/2Bs or Vindicator "Avenging Angels". Took a peek at a few, but didn't dig too deep. Tags I did see lined up, but need to investigate more. Was thinking about transplanting Mech Engineer too, but I like the limited nature of the vanilla refit system especially with the JK Variants Jump Jet limitations put on mechs.
Roguetech, while enjoyable and worth playing, goes a bit beyond what I am looking for. Now if they would do something 3025-3050...
Have not played any Flashpoints yet as I started a new game seeing which mods are working.