Of course that is assuming that a Cyberknight would face the Glitterboy in a straight up fight at range. That is like saying that an unarmored wizard in D&D would take on a Fighter in a straight up melee duel.
Every character, regardless of system, has to be played to it's strengths. The GB pilot has to get out of the armor sometime... as a GM I enforced it regularly.
Now see, this is a problem, right here. You say a Cyber-Knight in a straight-up fight would be like a Wizard in a melee fight with a Fighter, and THEN you make this example? Isn't this a little bit like a Wizard attacking a Fighter with his full compliment of spells while the Fighter's on the can taking a dump?
That's the essence of balance, right there. All things being equal, it should be a fair fight. One SHOULDN'T have to rely on the other guy being completely unarmed to win in a fight.
One of the strengths of the Rifts system is that each piece of equipment has different damage locations. Take out that Boom Gun and the GB is toast. It's not like the GB pilot can go to Best Buy and pick up a new one.
I liked that bit, but in practice, it's not so great. For one, it's a pain in the butt to hit smaller parts like the Boom Gun. Secondly, who's gonna survive long enough to be able to eliminate the damned Boom Gun? It has, what 170 MDC? The average Rifts rifle does 4d6 MD. The best body armor has 100 MDC. Meanwhile the Boom Gun does 3d6X10 MD damage.
So let me paint a picture: Cyber-Knight vs. Glitter Boy fight. Cyber-Knight goes first. He makes his called shot to the Boom Gun and does his maximum damage of 24, leaving the Boom Gun with 146 MDC. Glitter Boy fires and does its MINIMUM of 30 MD. Cyber-Knights' armor is down to 70 MDC.
Attack 2: Cyber-Knight fires, rolling max, again. The Boom Gun is down to 122 MDC. Glitter Boy fires, doing minimum damage, again, and reduces the Cyber-Knights armor to 40 MDC.
Attack 3: Boom Gun reduced to 96 MDC, Cyber-Knight to 10 MDC.
Attack 4: Boom Gun reducted to 72, Cyber-Knights body armor is blown off and his Cyber-Armor is reduced to 30 MDC.
Attack 5: Boom Gun reduced to 48, Cyber-Knight is blown off the face of existence.
And this is with the Cyber-Knight doing MAXIMUM damage and the Glitter Boy doing MINIMUM damage. And if it's a T-550 Glitter Boy, with a compliment of mini-missiles, a laser, and a vibro-sword, along with the Boom Gun, then your chances of disarming him as a way of winning just went right out the window.
Sure it takes a while to level up in the Palladium system but think about it... do levels really matter that much?
No they don't, and that's a problem.
They don't govern maximum spell level and in a setting where the least laser pistol can kill your character instantly the extra SDC for gaining a level doesn't matter either. Extra attacks and better skill bonuses are the only real advantage but even then at 1st level RIFTS character are pretty proficient at any skill they take. The difference is that RIFTS characters come into the game as experienced veterans, not adventurers fresh out of apprenticeship. I never really cared about leveling up when I played RIFTS which I thought was a refreshing change from D&D.
And that's a problem, right there. For instance, say you're just using the OCC's in the main book. Cyber-Knight, Juicer, etc. Levelling up doesn't mean much, therefore your 1st-level Cyber-Knight and Juicer won't be all that much better then your 8th-level Cyber-Knight of Juicer. What does this mean? That throughout your characters career, you'll have to fight villains of roughly the SAME power level. The bad guys never get more interesting.
For instance, in D&D, you start out fighting Goblins, Orcs, Hobgoblins, move on to Drow, Wights, Ghosts, then Vampire, Demons, Devils, and so on. As you progress your power progresses, and as that happens the enemies you fight are consistently better.
Not so with Rifts. you never change all that much, so you're limited in who you can fight. Of course, you can always have the party start off being packed full of Cosmo-Knights, Dragon Hatchlings, Glitter Boys, and so on, but you're missing out on the fun of getting your ass kicked by a goblin.
Personally, I favor the second option when playing Rifts, because as much fun as it it to be afraid of getting killed by a Goblin, I hate being stuck in a rut for the rest of the campaign.
As a disclaimer... I don't currently play RIFTS but do have fond memories of the game.
So do I, but it's something I'll never enjoy for any kind of a long-lasting campaign.