from pondering the possibilities of Jump + PL:
BM survival index:
according to the ancient adventure Bloodright, 3050IS 'Mechs do an average of 12D per turn, whilst their Clan counterparts do 16D per turn...
so, for sake of simplicity, and upping points for more (game-)modern eras...
assume that the average BM you would face has 200 armor, and would do 20D per turn, in the absence of any to-hit penalties...
then,
turns other guy lasts = 200 armor / (damage you do per turn)
turns you last = (your armor) / (damage the other guy does per turn)
you want the latter >> former...
or, the ratio of latter:former >> 1...
(your armor / 200) x (your damage / their damage) >> 1
----------------------------------------------------
Now, the damage they do per turn = 20D x to-hit%
and the damage you do per turn = your weapons x your to-hit%
so,
BM S.I. = (your armor / 200) x (your max damage / 20) x (your to-hit% / their to-hit%)
per HM,
base to-hit = 4
assume the other guy walks = +1
perhaps some intervening terrain +1
their to-hit-% = base 4 + (1-2) + your movement modifier + their range penalty ( + stealth )
your to-hit-% = base 4 + your movement + your range penalty
so, if you can jump 7, and use Clan LPL, and use Chameleon "Predator" armor...
then you can up their to-hit targets by +4 (movement) + 4 (range) + 2 (long range) = +10...
you can drive their to-hit% --------> 0
your BMSI ---------> infinity
increasing your armor or weapons only increases your BMSI linearly...
using PL + TC only increases your BMSI linearly...
all those terms = numerator
but making yourself un-hitable = denominator
focusing on speed, mobility, to force the fight to long range, where "Predator" armor makes your 'Mech even harder to hit, is a non-linear, "one-over-the-number" factor
the most survivable 'Mechs, according to this calculation, are those that focus first & foremost on reducing the other guy's to-hit%