So, things I notice from the current demo
1
Movement is... alright. I really feel the need for a 'tap to sprint' option, I constantly try to move on the ground, and feel that in most other games I play, this is a standard feature, so not having it with high mobility mech suits is a little jarring.
2
Plasma gun's AoE is rather small feeling, and as stated from other posters, it really feels like it needs more gravity to the projectile, as it feels like it's meant to be a grenade rifle type weapon, or, perhaps less gravity and more speed, and made into a sort of anti-materiel rifle. To counteract this, a dedicated grenade launcher style weapon added in, with a larger blast radius and more gravity, hopefully with bombardier-style HUD sighting.
3
Weapon switching. Oh boy this needs addressed a little. I hit the wrong key so many times trying to get it to work I thought it was busted after I got iced by a player in this build. The font needs tweaking a bit, because that's a '1' not an 'I' or an 'L', and I spent over 4 minutes hitting those two keys to no avail.
4
Abilities: The missile rack is awesome, but I believe an indicator until how long a second target lock is acquired is needed in the HUD, as well as what the maximum number of locks is.
The fire charge: I still have no idea what this thing is used for, it seems to be some kind of attack, but really it seems more like a movement sidegrade that you could activate while jump-jetting to get extra inertia. Possibly for a more damaging comet strike, that scales based off player momentum?
5
Tsi-Hu movement. Hooray for moving entities! But-uh... those animation speeds need some tweaking to match their height and stride length.
Overall: Very solid progress so far, team. I had a somewhat interesting play style back in FireFall, a support gunner, so, I'm ever more excited to help the team iron out what they can in hopes that I can be something like that again.