OK, so, AToW was not what our group was looking for. Destiny has some good ideas, but it's a bit too far of a pendulum swing in the other direction. What we're looking for is something with the complexity level of 2e, without the math issues.
So, I'm hard at work sort of "filling in the blanks." Like, we want to have money flowing, and have stores of repair parts, etc. So spending XP to repair 'mechs etc. as suggested in Destiny is a bit too fuzzy for our group's taste. We may basically replace the character gen system of 1e or 2e with Destiny, and use the solid target numbers rather than randomized 2d6, 3d6, 4d6. We're definitely playing like a standard RPG rather than "narrations."
Why use Destiny, then? Well, because characters can be created in 10 minutes or less, and don't take a spreadsheet to track. The core is solid, but it's more narrative than we'd like for the kind of story we're gonna tell, which involves a merc company in the FWL around the time of Anton's Rebellion. Beans & Bullets, sort of like the Battletech game from HBS. So it's not that we won't have complexity, it will just be other places. The emphasis will be on the drama and roleplay, with the maps and minis coming out about one session in four, if that.
So, Destiny is the bones upon which the characters will be built- but there are a couple of things I can't seem to find. How does one know when a character has moved from one Experience Level to another? This is important to know since Pilot Special Abilities may only be purchased at a given Experience Level. And on that note- how much does a character pay for a Pilot Special Ability? Do you track Battle XP separately from regular XP, and spend only Battle XP on it? Would it be fair to price PSAs using regular XP at the 5xPSA Cost figure quoted in the book?
It feels like Destiny is the closest to the compromise between complexity and smooth-running, and doesn't look as prone to min-maxing as 2e, and nowhere near as overdone for character gen as 3e or AToW. As much as I love 1e, 1e alone can be limited in character gen, and the Battletechnology article from 0101 while cool is definitely 80s game design in that many of the types of training change the costs of skills and things entirely.
So... right now I'm thinking the easiest thing to do is hack Destiny. The two issues above are the first things that occurred to me after some of us made some sample Green characters.
The next issue is dealing with target numbers. Part of me wants to use the charts for integrating skills into BTech to convert everything to roll over TN on 2d6, like MW1e, 2e, and AToW. Another approach would be to just play Battletech with Destiny's 2d6+RFL+Skill vs a stock target number+Mods. If my math is correct, that stock TN would be 7 or 8.
In other words - I'd prefer if there was no "conversion" once we get started. Either everything rolls 2d6 vs. TN, or everything rolls 2d6+ATT+Skill versus TN, not 'Mechs doing one thing and personal stuff doing another. MW2e was so close to this ideal, but it's also pretty damn breakable at character gen, which Destiny isn't.
That's just some thoughts I've had while trying to figure this out.