Okay! Some feedback:
scJazz: Fixed the garrison/cadre reinforcements-leading-to-contract-completion thing. Changed the number of special missions per week to 2 + 1 for each point of strategy, with a max of (strategy+1) in any one field arm (so if you have strategy 0, you can do 2 missions, but only 1 each of infantry, artillery, and aerospace). This has been working out pretty well in my testing. Clarified the skill bonus for special missions.
neoancient: Fixed typo on row 79. Clarified the artillery support mission critical failure (and made it a bit rarer, since it's almost always a complete wipe in practice :( May need to fix this).
Some playtesting:
The firebase attack is pretty fun, and I like having a baby Base Attack in quite a lot.
The clan different size tables are... a bit twitchy, honestly. I don't really like them much. But I still like them better than the base of just swapping in stars for lances!
The special rules are working great. Balancing the rewards of the missions is hard, and not quite "there" yet; mostly I'm trying to make the really good ones have low chance of success. I've found myself not using artillery at all because it's so easy to just lose them outright with a forward posting under my rules as of now and in rear postings they're nearly worthless. Conventional infantry dies like flies which, well, makes sense.
The enemy force size rules work well enough. You already know if you like it just by looking at it. A few more rolls, not much more work.
I *LOVE* the way the Larger Force Rules are working, with one exception. Extraction missions are almost freaking impossible with multiple lances. You get much bigger maps, and so everyone starts farther apart, but the net effect is usually "your moronic flatbed(RL) trucks decided to try to get a backshot on a heavy mech for funsies even on the most cowardly AI settings available before you got within 30 hexes of them". I've been houseruling extractions to be one-lance only, but I haven't written that in yet. But company-on-two company standup or probe battles are super, super fun if your setup can handle them without too much slowdown.
Been playtesting with a 3055-era merc unit of 1 mech battalion (heavy company, 2 medium companies), 1 aero flight, 1 infantry company (all conventional), and 1 artillery platoon. Going pretty well; a 3 month raid contract is now a manageable number of fights. Going to be doing a planetary assault next. God, I'd forgotten how much easier the MekHQ integration made running these campaigns! :D