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As for the heat system overall, there were some tweaks, I think? I want to say flamers, but I don't recall. I stopped playing for a while, then started up again - this guide is still linked on the New Player forums, which is how I came to it. Most of the data is still correct, and thus the conclusions your guide makes are valid. There's a reason it's still stickied - I just wanted people to realize that some of the particulars may be out of date.
But if we're talking about ghost heat from implementation up to the time I stopped playing, those complaints were very reasonable. The entire system was unintuitive and very poorly described, somewhat easily circumvented in specific cases if you knew how it worked, and generally unhealthy for the overall playerbase's knowledge of game mechanics. The developers could have accomplished what they set out to do in a much more transparent and coherent way. I stand by my words about the system that were written at the time.
For example, the guide still talks about "Eliting" a "mech, for the "X2 bonus." This was from the old, original 'mech skill system, where you'd need to own and grind up 3 variants of the same 'mech in order to get double bonuses from 'mech skills. This entire system was scrapped quite a while ago, and replaced with something completely different.
Additionally, I believe there have been changes to (or bug fixes for) the new skill system's heat dissipation nodes, though it's been a while since it happened.
In short, this is still an excellent explanation of the nuts and bolts of heat mechanics in MWO, but bear in mind that some of the particulars have changed.
@smokytehbear Might be worth giving this game another shot. I started playing it when it released and quit when ghost heat was implemented, but its been greatly improved by the new devs and its a genuinely fun experience for a mechwarrior vet now. I still think ghost heat is an abomination though.