Problem with that for me is that it messes up the UI. So I generally avoid head equipment. And I don't like gobbling up that head spot either, as that means players can't use a cockpit. Heck, I lowered the Rifleman's vision distance buff and moved its rangefinder out of the head. But for the Atlas, the head slot just felt like the right spot to be.
I think that would require a dll change. Probably a postfix on initstats, to add a cost modifier (or 2, one for each ability) statCollection variable, and then using those statCollection variables wherever the cost is charged. I had to do something along those lines to give the Thunderbolt "Wet Stowage", a bit of gear that protects it from ammo explosions (in part because the AmmunitionBox value that should have worked as a workaround doesn't, due to the code using the weaponDef value rather than the statCollection one, so I figured, if I'm in there fixing that bug anyway, might as well add CanExplode to the statCollection.
I don't know about combining, as, well, @whymakemedothis has all the mechs done already, while @Winie666's is already up. Plus I think each of us has slightly different ideas as to what to run with. Like for me, I'm nerfing the Anni, Warhammer, and Marauder quirks, and tweaked the Rifleman's. I'm also not averse to mine being a dll-using mod, nor for different quirks for variants. And it is all a slow process, with lots of time trying to push the limits of the system. Like this weekend, not pan out, either because the values we can set basically do nothing or because it can't be done without going deeper into the code than I want to. And so now I"m back to the drawing board for the Quickdraw, to try and come up with something to represent the lore about its actuators. Of course, sometimes things are easy, like when I took the BW's ability and applied it to all the Catapults
When I'm done, though, it'll be going up on the Nexus. But not sure when that will be. I'm 30 non-expansion chassis in, so I've got 44 of those to go, plus the Javelin. And I might rework the Anni's a bit more as well, to play with its movement speed.
Quickdraw I screwed with the movedef, not sure if the tweak was powerful enough to make people consider using it but increasing max elevation angle (IIRC) and a few other things definitely let it move places other mechs can’t.