Some design choices; I chose not to round off, as fractional accounting is fun.
Also, I included Brightest Minds for the FS as a Faction ability for 3025.
Consulting original 3025 sourcebooks, I gave extra battalions to all units that are stated as having them.
Unit weights are conjectural in many cases. While some sourcebooks were great for giving an approximate weight (Kurita, Davion, Marik) Liao and Steiner were far trickier. Liao gave at least some assist with the "most common mechs" in the unit.
Where there were mysteries or unknowns, I simply broke down and used regional variability (non-canon) for weight distribution ratios.
Notably, I have done the trade agreements as I saw fit based on my interpret of 3025 politics.
Morale was also conjectural; I basically went with a formula of 3 on average except with Liao at 4, then made worse/better by whether units were either green, elite, questionable or fanatical. Occasionally, if I found a note saying the unit was at low or high morale that would also impact it.
I took some of the notes from the Purist in the production thread
http://bg.battletech.com/forums/index.php?topic=56330.0and upgraded the LC, but did not quite go the same way. I didn't feel that the LC needed upgrades to the same extent; that being said, I did add Son Hoa and Inarcs as minors, upgraded Tamar to a minor, Donegal to a major, and turned Hesperus II into the only Hyper Industrial world in the IS, outside of Terra. If nothing else, I felt that having Hesperus II as a Hyper Industrial world gives the world the flavour to stand out from any other Major Industrial world, and validates it as a target. Net result; the LC still doesn't have the production RP that it shows in IO, but it is closer... and with all that trade, the LC is huge in RP.
I tried to find attached armour and infantry for various merc units, and where it existed, added to them. This also means that some units lack even the basic armour and infantry. Strategically, I think this is actually why the Houses have the mercs; to augment available House forces with extra shock troops (battlemechs) for campaigns. Otherwise, there really is very little point to the merc forces, and they draw an inordinate amount of budget in order to retain.
The default multiplier is set at 2.6 for mercs but can be changed. By leaving it at 2.6, it almost guarantees that all merc units will stay with that House (barring the dreaded snake-eyes and then a further 1).
Other than the Brightest Minds faction ability being added to the FS and my ponderings on the weights of the units, the only other thing that is a bit off would be the amounts of units attached to various Combat Commands. Here, I had to play a bit loose. I based some units on information from various sourcebooks but as really at this point, only the FS had permanently attached units, I sometimes wince at how big Combat Commands are. However, when I then look at the large forces attached to each command in the 4SW Atlases, it often fits. Obviously, everyone else may have different thoughts on what units were attached to each CC - go ahead and adjust!
I did find that the 2 powers most capable of large scale attacks are the DC and the LC using this. The other 3 are more capable of limited action. I'll be curious to see how it all goes...
Next up: Periphery/minor powers for 3025 and then House Rules.