Mechs currently are in a rather sorry state, not being fun enough to use but also painful to deal with. This doc sums up how mechs should be reworked in order to remedy issues with their gameplay feeling. This is not intended to be a nerf to mechs, rather a sidegrade mixed in with a buff.
Project goals
Make mechs more engaging and fun to pilot. They should enable roboticist's power fantasy, instead of being a clunky tool.
Give mechs a limit on how long they can remain active in an encounter, forcing them to retreat to the backlines, or from the fight entirely. This should be long enough for mechs to comfortably win skirmishes, but not being able to persist throughout the entirety of drawn out fights like raiding a cult base or an AI sat.
Remove as much RNG from mech fights as possible. Being completely kneecapped due to an unlucky malfunction roll after getting hit twice sucks massively.
Things to avoid
Positronic brains and MMIs should not be able to pilot mechs in full capacity. Pilots and their equipment should be primary limiting factor for mech availibility, not resources (over whose distribution cargo has zero control, and are essentially infinite in longer rounds).
Mechs should be able to rapidly engage in fights, but have a harder time disengaging, allowing for switches in cat-and-mouse gameplay between mechs and human fighters.