Provided the total weight does not exceed its Power Output limit, a player can configure a Wanzer out of almost any combination of parts with up to four weapons and an assortment of armour options. Backpacks, storage, leg servos, CPU, shoulder mounts, everything has to be considered and optimised for the best possible performance. The problem is that the interface doesn't make this part of the game particularly user friendly and it's tricky to compare your new parts with old ones. You're also always looking at the varying demands of the next mission, adapting accordingly. For example you can create a sniper style Wanzer built to move fast and shoot long-range weapons from a safe distance, or you can build a Close Quarters Wanzer designed to withstand heavy hits and deal close-range damage. In 'Front Mission' preparation is perhaps more imperative than execution, as unless the most optimal equipment choices have been made success in battle is neigh on impossible.
The pilots themselves have quite acutely defined personalities. As is often the case, baddie Driscoll is the stand out character; a true Villain that won't blink an eye lid at destroying hospitals should the need arise. But even minor players such as Carabell and Blakewood aren't lacking in growth or development, prompting many a plot twist. Thankfully the fan translated script I read isn't corny and thrown together. The dialogue is not just cohesive, it is also entertaining to read, a blessing when you consider the strong story is the real reason you're spending half a day lost in customisation menus.