i think this is too much power in one mech. the two big features are 1: squad boost and 2: intel machine. i feel that these are good things to improve upon but not in one ubermech.
1: squad boost robot. since squad boost is proximity related, i feel that the best balance to put on it would be making it very slow or very light. if you make it very slow, it anchors the rest of squad in one spot, which forces it to be used with big high investment bots or in big high investment attacks. if you make it decent speed, then it has to be the kind of thing you put in a hole just so that some assault bot won't one shot it.
2: i'd prefer something more along the lines of a proximity alarm. the method of making a proximity alarm i would love to see is a one use item that when activated turns off all signal masking for five seconds in a fifty meter radius.
signal detection works like this for all the guys who have not looked it up. 1000/signal masking*signal detection=maximum sight distance. if any bot trips this alarm, then the equation will be altered to 1000/0*signal detection for a short period of time.
i think that possible balancing options could be the number a mech can deploy, the slots that the alarm dropper module needs, the weight and fitting reqs of the dropper module, the life span of the alarm, the radius of activation, or the amount of masking decreased.
i don't know much about balance, but i think that in my suggested form that proximity alarm would be a bit overpowered.
corvus, a commander type mech would be fun, but i really hate two ideas of it.
1: linked radars. this game is not the kind of rts where your units call you sir in preprogrammed phrases. if there is any confusion of where the enemy is if someone can see them, then someone is doing their job wrong.
2: drones. please no drones. get someone in a light and get the intel yourself. i don't agree with secondary robots controlled by a larger one.