We want things to be familiar, the way we "remember" it, not knowing that our own memories are false; our brains delete or edit the difficulties we faced, making them seem smaller and easily overcome in retrospect and amping up the current problems to truly epic proportions.
The only problem is that this collides with the stone-cold, immutable fact that change is inevitable. It is going to happen. There is sometimes a regressive backlash when change occurs and the people who were made comfortable by the new way don't pay enough attention to the grievances of those who were made uncomfortable, but that doesn't stop the tides of change for long.
It's not how I 'remember' it. For me it's all about how the combat plays out in my mind. I like BT because I don't have to do as much imaginary hurdles to effectively write a small paragraph about how an AC shot took out my PPC on the right arm that turn. It's easy to visualize.
Then, when you break down the numbers and think about what that means in real life, you start working backwards from 'why are lasers missing so much? Aren't they like insta-hits?' to 'So, the mech jinks, and combined with the magic armor, the shot landed on the left arm instead of going for the obvious center of mass, and didn't do any lasting damage - just burnt the paint'.
(Can you tell I'm a story-teller by nature?)
You read the novels and even the writers break down how shots went and obviously pull from the combat system. You get to see the game played out to some degree in the story!
This defines combat in the BattleTech Universe. It's not just robots fighting robots. You can go Adeptus Titanicus, or maybe MonsterPocalypse, or RoboRally, and get robots fighting robots. Heck, RoboTech is an alternative, or HeavyGear/Jovian Chronicles. How about Warmachine? Or Star Wars minis during the Clone Wars. Droids are robots, too. :( ^-^
OOOH! And, who couldn't forget CAV? ClickTech on a sheet! Great looking minis.
You change any of the mechanics, then you change the nature of image generated in the mind's eye. That's why I have the hardest time accepting anything that doesn't mimic the system which defines the universe as far as I'm concerned. The story is not the same once you completely remove something. Locations is a something. Variable armor across a body is a something. Partial cover dealing damage on the PUNCH table is a something.
MW:DA, the dial was the same every time. You didn't get health reduction without losing weapons, though in BT it's possible to donut a Mech without touching any of the other systems.
Alpha Strike - if you move so fast, you always get x movement mod. No crits until all (technically most of?) the armor is gone! It's not possible to torso twist (since all the weapons are combined into one stat). 3 stander BT turns means you hit all three times or you don't hit at all, with a single attack roll in an AS turn.
What kind of narrative can I write off a standard AS engagement without taking the time to brainstorm? How can I get it to match up with what a typical Classic BattleTech engagement would give out? Sure, I don't mind a challenge, but how many liberties would I have to take to get a Centurion's AC and LRMs all connecting over three volleys in 30 seconds when most of the rest of the time they're not 'connecting'?
Both games suffer from a dichotomy or schizophrenia of scale. Whereas Classic BT is rather consistent. For someone who obsesses over scale because of the 'all the toys in my toy box on the same table (1)' attitude I have, this is a something.
I had a campaign I was running with a hero unit under the BMR rules structure, and I tried transitioning to Total Warfare for the Dark Age portion of that timeline. Because of how things had changed regarding infantry and other things, it didn't mesh with how I saw things working for the original campaign and how things might have pro- or regressed from that point. So, that campaign went back to the BMR. But, things about the Total Warfare changes I liked got ported over to another campaign, and got some modifications after a play over with my friends. (Random motive table is really neat, but the spread of damage over 4 locations instead of 2? Had to go. Hovers needed tweaked, so that they weren't gimped on speed and quickly rendered into turrets - One or the other, not both. A hefty revision to how infantry deal and take damage. Stuff like that.)
So, it's not a matter of 'It's not the same'. For me, it doesn't tell the same story. Big difference.
Like MW:DA, it would be really neat if AS were a game with giant anime Mecha, each only sporting a single big gun, like is typical with Japanese style Mecha. The single hit to the armor and structure make me think of them.
There are things that could have been done to Make Alpha Strike emulate the story aspect of BT combat and still make it simple enough for a quick game. I'm absolutely sure of this. Part of the problem isn't the style, it's the aspect of game design. Would relegating crits or location seeking to a deck of cards still be BattleTech? Or, is it only BattleTech as long as there are only multiples of chance cubes involved in every aspect of chance resolution?