A parallel vehicular combat system would require even more page count to convert to the tabletop, whether its in AToW or not.
You don't need a system to convert to the tabletop - you need a vehicular combat system that is suitable for an RPG. IF that requires a bigger page count than removing those 30 pages provides, then there are savings that could be made elsewhere and yes, fiction that can be removed.
The key issue here is that the RPG should be designed and created AS an RPG and not as a way to put named characters into the Mech cockpit. Having twenty or thirty pages devoted to needless and wasteful rules for integration into a different games, having the same for a needlessly complicated chargen system - that is about 60 pages there that could be put to better use expanding on the systems a RPG actully needs.
I'll go further and state there is even more fat that could be trimmed, more sections that could be improved, creating room for greater depth in other areas. Combat is one area, as is skill resolution. Some of the traits and skills could be reduced, removed, reworked.
CGL, FASA, FanPro have shown they can make decent RPGs. But they have (again, IMO) continually failed with the MW series. And part of the reason (again, IMO) is that they try too hard to recreate the board game and its feel. Too many modifers, too much math and too much trying to provide overly complicated systems that do nothing but rewrite what already works.
Each iteration of the MWRPG has nice concepts. I like the Lifepth system. But I've come across too many players who take one look at it and walk away simply because it looks too complicated. And being honest - it is complicated. I am still not sure if I am doing it right
CGL would be better served by allocating each new character 40 Build Points rather than 4000XP and then implementing a points based system. For all that people say MW2 was a munchkin sytem - it was also FUN and easy to play. Definitely flawed though. A starting character should not start with a -1 TN Gunnery.
But - you know what? It was fun and that -1TN to Gunnery didn't help when the GM took us on a mission that involved more investigation and personal combat.
Which is another issue....too many of the various scenarios published by FASA etc have been little more than Mech based scenario packs.Sure, Mech combat is important in the BTU but it is being overemphasised in the RPG.
Players don't learn to avoid cookie cutter builds if the GM keeps them them cookie cutter campaigns.
ATOW is over 400 pages long. 32 pages of that is fiction. 26 pages of that is the Tactical Addendum.30 pages to Lifepaths. A total of 88 pages that do nothing for the RPG....and of those, the fiction provides flavour and a feel for the universe. There is more that could be cut or reworded. Half the problem with the lifepath system is the poor layout but even revamping that won't solve all the issues.
But repurposing even just those 50 or 80 pages would allow for other sections to be fleshed out and expanded. Does the lifepath system provdie enough benefit to justify keeping it? I don't think so. Does the game require anything in the tactical addendum system? No...it needs a more fleshed out combat system but it doesn't need a Total War rewrite. It needs an RPG that treats the board game as it comes and drops the overly complicated conversion systems.
The BTU could be a wonderful place for an RPG. But it needs an RPG that is developed AS an RPG. Not as a sideshow. And there is too much in ATOW that relies upon the boardgame.