Few questions:
1- How does the Disarming weapon property works against Mechas? A mecha is expected to fight other mechas, so what's the point of disarming if their weapons are all built-in and undisarmable? Or does it make them unusable for a moment? I suppose Arsenal weapons could be disarmed but I don't think once disarmed you can just take them... unless perhaps one voluntarily keeps his arsenal points used lower to make some space for stolen arsenal weapons.
2-Engine Overload (Into the Danger Zone 1 Stance): Is it meant to be 1 extra energy per extra 5-ft. granted by this stance or indeed 1 extra point of energy per 5-ft. moved. Because that makes all your movement -before- you actually get to the extra movement granted by this stance require more energy.
Ie: You have a fly speed of 60 and move 65 mu with this stance. As written, it costs 26 energy to move 5-ft. further than you would had you only paid 12 energy for 60-mu.
If it was only extra energy for the extra movement, you'd pay 2energy per extra 5 mu, so 65-mu would cost 14, which makes more sense. This level 1 stance otherwise won't be used much since no mecha will have all that much energy to use it.
3-Battleships and Ammo: I don't see where it says we can refill ammunition. The Cartridge accessory in the arsenal points out you can get a new cartridge when you go to the place where you can change your arsenal but that doesn't cover ammo in general. Otherwise, a battleship has ammo limits, and can be change its own arsenal over time. If it picks cartridges, by visiting its own battleship, doesn't that mean the captain's battleship get infinite ammo? It would make more sense if it took some time, but definitely not the time it takes to change arsenal. Making ammo isn't that time consuming. Also, if it takes Veteran Mechanics, does it gain infinite ammo?
4-Relationship feat numbers: You'll be seeing more of those soon in-game, so I'd rather point out right away that I feel the numbers are a bit huge before I use them. Love gives a bonus to damage equal to HD up to x3. That is a -lot- of bonus damage just for being adjacent to your loved one when you attack, even for up to 3 feats.
Friendship and Rivalry might be alright. I think.
5- Battleship Cruising Speed: It takes a full-round action to initiate the process, and then movement begins on its next turn? Or is it supposed to take a full-round action like withdrawing or running, and include the movement?
6- Magic Zephyr Sword-Just kidding (Burning Justice 1 boost):
For every 3 pilot levels you have, you can summon a weapon of a Level higher, up to weapons lvl VII when you reach pilot level 18
Is it normal that there isn't a melee arsenal Lv5 weapon in the list? Otherwise there is nothing at that level to use the maneuver for.
7- Great Commander (Ships Full of Hope 3 Stance):
for every 3 Ship Captain levels
Being a maneuver, shouldn't it work out of pilot levels instead of levels in the class?
I mean, it already points out that "This doesn't do anything if you don't already have the leader feat." but it already doesn't do anything if you do don't have at least 3 levels in Ship Captain, which includes the Leader feat. It is very redundant. It would make sense if it worked out of pilot levels instead though, so perhaps that's what was intended.
8- Machinery Warrior Android: If it gets in One with the Machine mode with its mecha, is it supposed to heal from its own nanomachines plus those of its mecha? If so, at Self-Regenerating V they would pretty much heal all their HP at beginning of their every turn.