You take out the Air-Mech mode you take out a fundamental reason us LAM lovers even enjoy the LAM. Hell, we'd take an Air-Mech ONLY mode (one I've recently designed myself actually) before we let that happen.
There's plenty of the LAM fan-base who would be fine with them outside of AirMech mode, and there's probably a whole lot more players who would be happy if that mode were to go away,
despite the restrictions and "nerfs" placed on it under current rules. That said, I do wish that they'd included my original idea to have LAMs in BattleMech mode gain the jump MPs from a partial wing, and not just the cooling bonuses.
Honestly, if we only got an Air-Mech-Only variant, that would be enough for me in the future in terms of bringing LAMs back.
AirMech-only modes defeat the whole purpose of a LAM, which a 'Mech that can function as an aerospace fighter and self-deploy from space.
I dislike this on a personal level because I adore Air-Mech mode, at least astheticall, if you made some improvements to the ASF mode like more free extra fuel and give them the base +2 Thrust MP like they should get, then you'd have a good compromise idea here.
LAMs already got multiple bumps in Fighter mode under the current rules, compared to their old rules. First, LAM thrust is based on the number of jump jets you have, not your engine rating, like it was in the old system. Combined with allowing improved jump jets, and you can get some interesting combinations: just look at the Waneta, which, thanks to its improved jump jets, is a 6/9 55-ton aerospace fighter, putting it on par with a Corsair ASF, but more durable, especially when you consider the structural integrity differences.
LAMs also got a boost in terms of fixed fuel, carrying a full ton of fuel as standard, continuing to be able to mount more internal fuel as a design option, and gaining the ability to carry drop tanks in the bomb bays that were
also added as a design option.
Otherwise, for AirMech mode, you at LEAST need to make Turn-Modes optional. Sideslip and Turn-Modes all at once? You should only have to choose between the two, not endure both.
Yeah, another change necessary would be reducing it to +2/+3 in Air Mech mode or +1/+2, since they still have risks of crashing if not planned out properly.
Confession time: I'm probably the person who can be "blamed" for making AirMechs use WiGE movement. When the team was first trying to figure out how the heck to make AirMechs not overpowered, and how they should move, I threw out the idea of WiGE movement, since it's more restrictive than jump/VTOL, and would also fulfill a line in Total Warfare that other unit types might use WiGE movement in the future (I'd assumed they were already thinking of LAMs then). Since I suspect others were on the same page, and I was just the first to say it, it got readily adopted.
I can understand where you come from on both turn modes and side slips. Making turn modes mandatory was added between the LAM Preview rules and Interstellar Operations final. That, to-hit modifiers, were hot topics in Interstellar Operations Beta here on the board, the source of many, many arguments. I'll note that, for a while during the Beta, it was
worse, and note that the current system is probably the best compromise that could be come up with.
Either fewer restrictions (XLE, FF, ES, etc) or more enhancements (More than 1ton free fuel, +2 thrust to ASF mode, simplify/remove critical hit tables for transformation, make turn modes/side slip optional, reduce the targeting penalty for Air-Mech movement (not +3/+4) etc). If you made these changes, the 10% of the mechs weight becomes that much less of an issue and balances it out better.
The only way you're ever going to get more than a ton of fuel free is if you increase the weight of the conversion gear. Likewise, +2 thrust to fighter mode isn't going to happen either, as LAM thrust in fighter mode is now tied to their jump jets, not their engine. As for AirMech movement penalties, like I said, for a while they were
worse, so I wouldn't count on that changing.