Hey there -- thanks for the feedback. Been a while since I've messed with this, and it's good to see it back on the menu.

I'll respond to a lot of the things listed, though I'm afraid a lot of them fall into the "won't change" category. I'll describe the reasons why the best I can, but there are definitely some good suggestions in there that I've taken to heart (or at least noted down for the future).
Zaero wrote:The best thing would be to make them at least as powerful as equivalents in vanilla Doom.
They are. Much more so in fact -- the H-V gun is better than Doom's chaingun! I still have no clue why this has been reported more than once. All I can figure is that the mod's balance (where weapons are balanced to be roughly equal in power but with different roles) contrasts with Doom's linear scale of damage increase so much that it's causing a weird effect wherein people expect the "higher tier" weapons (lasers, cannon, etc.) to also follow the same power scale and cause ludicrous damage when compared to the better-than-chaingun starting gun.
Upon reviewing things, I can probably get away with increasing laser damage a bit (since Doom's PG indeed has higher DPS) and I'm going to eventually redo the missile pod's behavior so it'll be somewhat less tricky to aim (though I intend to keep a hidden flag that will re-enable the old behavior). I feel the need to restate that the mod was originally started with deathmatch play in mind, though, so given certain weapons' useful qualities (like the Cannon's hitscan nature), there's not much I can do to up the power without ruining it entirely.
Also I think the shotgun weapon (the one available on-foot) should be a part of Necrosuit itself
This is actually something I've been wanting to do for a while, in the form of an inventory item that, when used, replaces the alt-fire fist with a quick shotgun blast (which could be useful for situations where you've got, say, Chainguns equipped but need to blast a chaingun sniper off a ledge or something). I don't have graphics for it just yet, though, so something will have to be done on that front first.
-Multi-Rockets should launch a pack of 20 (like SSG's pellets)
I used to have this as the Pod's altfire before adding the melee attack, and it was even less useful than the current tough-to-use fire. I'd have to slow the fire-rate way down to make this viable, which I kinda don't want to do since there's already plenty of low-firerate, high-power weapons.
-Dual chainguns should have a damage and fire rate like the BD Minigun
See above; Necrodoom's chainguns have both a higher fire-rate and damage output than Brutal Doom's minigun (I'm assuming this is what you mean by "BD"). The fire-rate is likely a placebo effect caused by BD's minigun sound, which suggests a much higher fire-rate than the weapon itself actually achieves. Dunno about the damage, but BD's minigun is a lot more accurate, which might make it seem more powerful in general if you're putting a lot of distance between yourself and your enemies.
-Shotgun and Cannon explosions should be swapped
I'm using the same puffs for the weapons that Necrodome itself uses, and swapping them would actually further obscure the Cannon's purpose: I'm actually starting to strongly lean toward the thought that the Cannon's puff should be changed to something
smaller, because a lot of people have made the assumption that the cannon is a wide-radius crowd control weapon instead of the sniper gun it actually is. Part of that's because of the slot it replaces, but having a more cannon-y puff would drive the point home better.
-Cannon should deal the damage of 2 Doom rockets
As a hitscan attack? Sounds pretty OP to me, but I may have to cave in and play around with damagetypes for DM at some point since this weapon seems to be one of the most often-complained-about ones.
-Lasers damage rate per second like the D's Plasma rifle
I've bumped it a bit. Not too much, since the laser has the large advantage of having a much quicker projectile, but it should be closer now.
-The launcher should fire single missile per shot, but with a huge explosion and deadly radius. Also should kickback a lot!
Perhaps. The dual-missile thing was originally to allow players to aim at two targets at once, but it's really hard to pull off correctly and a higher-damage single missile with halved ammo amounts might be the better way to go. Might work better as a BFG-slot weapon that way, even though it's not meant to be a BFG. ;P
Then again, changing it too much might obsolete the Nuke weapon I've added for ST DM, since it does basically what you've described.

-When on-foot, the soldier should use a set of other weapons from games like Eradicator etc
-Big ammo pickups should be replaced by Mech ammo, small ammo pickups replaced by the ammo packs for soldier
-Mech weapons obtained from floor pickups, soldier weapons obtained from enemies
That's a bit outside the mod's scope. The idea of being able to jump out on foot is a sort of last-ditch escape attempt (the idea originating from Necrodome, which had something very similar except you were even more squishy), and adding more weapons and such would detract from that. I can't really add more on-foot weapons anyway because of how morphing works.
-Replace monsters with the ones from Necrodome, Cyclones and Eradicator
-Replace some decor items with the ones from Necrodome
The decor wouldn't make sense in Doom maps, but a Necro/Cyclones enemy pack might be a neat thing for a side add-on. I'll note it down.

Pink Silver wrote:I tested it, works fine, given you have a recent SVN.
It should work fine in the latest official, I believe (unless there's an odd bug somewhere). I actually stuck to 2.5.0 features for the mod, since I want Skulltag to be able to catch up eventually.

[EDIT] Oh wait, it might not. I forgot that I'd used Inventory.ForbiddenTo up until one point, and the latest public beta might still have that in there. So yeah, SVN it is.