You're all assuming that the collision size of a mech has to be large. It doesn't. You could have a narrow cylinder/rectangle for collisions. On alpha, the collision could be even smaller. For example, the Tellesis "only 5 entrances" issue. Well, if it takes 15-20 people per entrance to block it on alpha, let the griefers do it if they can pull it off. Gives a whole new meaning to the term "station camp". If it becomes a serious problem, I'm sure the devs could find an easy solution (like expanding the docking region so that to block all the entrances would take more people)
On betas, collision would force people to be more disciplined in larger engagements and in movement. I don't see a problem with that. The collision box on betas could be much larger as well, because if someone is griefing you on beta you can shoot them.
Tracking is something worthwhile to the game if it can be done. As it is, light bots might as well just try to blow up on a mech to try and kill it. Pilot skill needs to be put into play more, and a tracking system would allow for that much more than the current "hit size" limitations. Gun tracking should have simple angular change in addition to hit size calculations for missing, missile tracking could be similar to that other game; explosion radius, explosion size, and explosion speed.
[I'm not a game dev/network junkie, but using what knowledge I have as a learning programmer...]
The game already is sending positional-directional data. Projected angular calculations are not extensively difficult to do, and only need to be calculated probably twice a second, and only on locked targets (assume 8 calculations per player max, assume 200 player battle, that's 3200 calculations a second. Each calculation is definitely less than 100 floating point calculations, but let's assume it's 100. That's all of 320,000 floating point calculations, out of the gigaflops (1,000,000,000) that a server can do. That'd be a 0.032% increase out of total CPU usage if they only had 1 gigaflop. I doubt that would be the issue.
[/end probably half-correct calculations, which are probably only an order of maginitude wrong, if that]
EDIT: And as for all the "but you could kill my [insert big mech here] with a [insert small mech here] comments that are inevitable, that means you're doing it wrong. Being bigger does not always mean you're a better fighter, and if you're getting killed by a castel in your mesmer because you don't have a demob/tracking booster fit or you're not using terrain/cover... you're doing it wrong and should die. Just because you're big doesn't mean you are invulnerable, or at least, it shouldn't. The fact that you are shows imbalance, because it means even an idiot in a heavy mech is worth more than the best pvp pilot in the game in a light bot.