I think I've got a sort of system worked out now.
Mecha Cards-
These come in a few variants. In order:
Basic. Basic Mecha generally have weak, low-cost options for attack, occasionally an ability or passive, and about 50HP.
They sometimes have a Company, which determines it's color. Some lack a Company and can be used interchangeably with others.
Current Companies are-
Syndicate, Mercenaries, Union, Militia, Coalition, and Interventionists. Syndicate cards often focus on powers that are self-destructive and able to backfire in exchange for extreme power, Mercenaries generally use quick and dirty tactics that hinder foes. Other "bends" are undecided.
Unaligned Basic Mecha can use any energy type, and often can branch into different companies based on given abilities. this is similar to these companies purchasing a base mecha and outfitting it in their style.
Mecha can "upgrade" anywhere from 0 to 3 times, the most common being a 1 or 2 chain upgrade.
For instance, let's take a Syndicate mecha line...
(None) QRU-Paradigm -> QRU/F-Paradigm S -> QRU/MP Paradigm Shift
This 2-chain starts simply, as a company-free base mecha. It's a 30HP mecha with a free and 2-energy attack as well as an ability that can heal itself or other cards.
From there, it adds another ability- this time, one that allows it to attack twice instead of attacking and healing.
Finally, it gains a 4-energy attack with a vampiric effect.
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Then, there are Company Cards.
Company Card: Not strictly needed, just an easy indication of what company someone is playing. You always start with one, cannot play more than one, and one provides you with a set amount of energy per-turn. When someone dosen't have one, a single energy chip or token in the color of the company being played will suffice.
Company Cards can also come in "Joint Operation" cards, where it can give one of two energy per turn. These should probably have some method of balance, but I can't come up with one. It may be less of a thing than what I'm thinking it would be.
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Next are Equipment Cards. Equipment cards augment Mecha by giving them further attacks or abilities akin to evolution- except that they can be attached to any mecha sharing their color.
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More soon.