So Flashpoint and update 1.3 are here and brought a serious overhaul of the skill changes with them... The big changes are in the Guts skill line: Bulwark now adds 20% to any other damage reduction a pilot receives, instead of giving 50% damage reduction and Entrenched for standing still. It should also be noted that both Cover and Guarded now provide 20% damage reduction, but they also stack with each other. With Bulwark, Cover and Guarded, damage reduction now maxes at a whopping 60% but that's not practical except through the use of Morale on key turns. The questionable Juggernaut has been replaced with Coolant Vent which allows a pilot to reduce their 'mechs heat by 50 but reduces their 'mechs cooling ability for the next 3 turns (this is repeatable with a 4 turn cooldown ) Otherwise Sensor Lock and Sure Footing (formerly Evasive Movement) gained slight buffs in the form of additional effects. Sensor Lock now reduces the accuracy of the target for 1 turn and Sure Footing grants the unit Entrenched as long as it doesn't Jump, Sprint or Melee for 1 turn. Overall I think the changes are good and skills make more sense now. It hasn't really changed my skill choices. I still heavily favor Bulwark and choose the rest from either Gunnery or Tactics lines but I do see a reason to take the other skills now (they're simply not as well suited to my tactics and playstyle) and I do feel like I'm giving up valuable options to take the skills that I want. This seems like a great improvement. I haven't played enough since the patch to adequately judge how it affects higher level missions though... It all comes down to how much the Bulwark changes effect the player's forces vs how those changes affect the AI forces. Given the propensity to be outnumbered through out the game, I'm worried that a substantial rebalancing of later mission difficulties may be in order. Although to be fair, 5 skull missions were always more pain than they were worth in my opinion, so its not exactly a new concern. What are other peoples thoughts?