Destiny completely breaks the board game. An Assassin shouldn't be able to take down a Hunchback without taking damage.
Destiny isn't the board game.
As it so happens, I can see the flaws in Destinys Mech combat system myself.
This DOES NOT necessarily make it unfit for purpose but the system still requires improvement and, as stated above, it is (IMO) wasted page count because the entire section essentially should not exist. It is a marked improvement upon previous systems but it isn't needed as an RPGs design focus should be elsewhere.
More, as Wrangler suggested, if you want a simplified system, Alpha Strike exists.
If you want an even simpler system, all attacks simply hit the Centre Torso but do one third damage because pilots shoot for centre of mass, with Critical chance on an MoS of 3.
I've gone through the system several times and overall, my impressions of Destiny are not favourable...not least because fragmentation should be avoided wherever possible.
But am I the target audience?
I personally would prefer AToW Second Edition or MechWarrior 4.
Based on AToW, but with a points based chargen system, the BT rules replacement stripped out in favour of a straightforward vehicle combat system, the integration of Destinys scale system to deal with granularity issues (expanded to Personal, Support, Heavy Support and Military/Mech), an improved and streamlined combat system (that might better integrate an AP and AV system) that recognises the changes made with Mech combat gone and a much more straightforward skill resolution system....and a couple of pages on how to use existing record sheets and TROs within the RPG setting.
What's the point of all this extra material of it can't be used? Thirty years of books and units and equipment and you create an RPG system that stops them being dropped in.
Again...just my opinion.
As for Destiny....it has some good points. Some nice concepts. There are parts I like. But I don't like other aspects such as the shared storytelling. And the back cover description "Loads of characters, ’Mechs, and other military hardware make it easy to start trading fire on 31st-century battlefields in no time." immediately sends the message that this is nothing more than another MW stat generator.
Everything an RPG (IMO) shouldn't be. The 31st century battlefield is for the boardgame and the RPG should stay away from it.
The TableTop Integration, Mech Conversion and other systems take up more than twenty pages. A tenth of the book replicating the board game, creating a system it doesn't need and would do better to stay away from. And I'm not even counting the Mech scale combat section which is as close as it gets towards adding a vehicle combat system.
Which is what these RPGs actually need. Destiny has three paragraphs on the use of non Mech scale vehicles.
Again, I know you disagree. I know you feel that the RPGs should cover Mech combat and conversion.
I just feel that if your game is heading towards operating at that scale then the boardgame or AS is the system best placed....
Not least because the only way PCs should have a realistic chance against an enemy Mech unit is if they have an active Mech of their own.
Mech vs Mech combat is what the board game does.
Otherwise, your PCs are hiding, running or dead if they aren't being totally ignored as irrelevant. The PCs on foot should be much more concerned with the enemy infantry screening the Mech...and which probably outnumber them ten to one.
There is about 30 pages in Destiny right there that could be replaced by one sentence..Use the Board Game.
The entire Shadowrun 5e Vehicle Combat section takes up 7 pages.
So yes....while I understand your position, I am still of the opinion that a BT RPG should not be a simple way to generate some MW stats, but should be designed with the goal of creating a full fledged RPG and not what is now effectively a fifth or sixth ruleset for the boardgame.
Drop that and you also drop the need for adjustments to the universe and setting...there's no getting up from being hit by a PPC.