Everyone here has been (legitimately) griping about the inaccuracy of Heavy weapons. I am going to postulate that we are looking at the wrong problem.
Heavy armor is just - crap.
If heavy armor were protective enough for our guy to get in, get a shot, and get out then maybe it would be different. The problem however is that is never possible. A heavy is too slow, and their armor is too weak to have any real chance of getting anywhere. By the time a unit decked out in full heavy gear moves in close enough to hit something - he has been target practice for more than a few enemy shooters and/or had some melee cut through his armor like butter.
… and then he just stands there, because he is too slow to shoot once he is in range. … and he gets shashed/blasted or just watches his target run away before he ever fires a shot.
No wonder everyone ditches heavy armor. It is a truly abysmal design with zero redeeming qualities. Units are literally better off in their underpants.
I propose a few major changes to the armor beyond the desperately needed heavy weapons mounts;
PP plate steel carbonium or whatever the hell it is is weaker than sea shells; which are made from organic calcium carbonate… Really? REALLY??? Can my guys maybe start crafting armor from broken pieces of that magical calcium carbonate? Or maybe we can go with polysaccharide molecules? (bug exoskeletons) Seriously - I shoot enough of those fuckers - at least one of my guys shoudl be smart enough to grab a dropped shield and figure a way to put that magic to work covering his ass.
It really is illogical that metal armor is weaker than Pandoran seashell armor. Not only that - it pretty much breaks the heavy class soldier.
I propose that heavy armor be buffed - substantially. Like a factor of at least two. If you are going to make him slow and blind - at least don’t make him stupid too = make his armor worth the sacrifice. In addition make the armor cut slashing/blade damage by 50%. It only makes sense and gives Mr. Slow McSlowface a chance to get into firing range. Might want to make his shots do double damage against human sized opponents while you’re at it - so that taking the wildly inaccurate shots from max range at least has some sort of payoff in the early game… Seriously - at short range that wouldn’t break anything as the shots will all land and kill the target regardless. But from 10 tiles or more away the damage from the few shots that land is not worth it unless you buff it against smaller units.
I also would suggest doubling the WP cost of jet jump, but making it cost only one AP. Let our heavy play. Give him something at least as useful as quick aim or dash.