Wasp 12mm chaingun has been highly specialized:
Clip size reduced from 150 to 30
Ammo box size reduced from 300 to 150
RoF greatly increased.
Damage adjusted to tickle infantry
24 damage per round against Air
14 damage per round against Armor
12 damage per round against MAX Units
7 damage per round against Infantry (a rexo will survive a full clip)
Wasp armor has been lowered from 665 to 525. The concept here is that because it is more vulnerable it needs to keep moving. This should help reduce farming/camping type tactics.
The afterburner has been changed so that it burns 2x as long as a Mosquito, but recharges 2x slower. The end result is a powerful interceptor capability useful to chase down a fleeing foe. However, long distance travel time is about the same as a Mosquito. So it won't get you from point A to point B any faster than a Mosquito.
The AA Missiles have been heavily modified. The lock-on CoF was greatly tightened, we increased the lock-on time, slowed down the missile speed so that you can use AB to evade, we increased the missile lifespan, and we greatly increased the damage from 125 to 330. Now it is harder to attain a lock, harder to maintain a lock, and easier to avoid the missiles. However, you have a greater range than before and when you land a hit it HURTS. The concept is that to survive a Wasp infested area you need to keep moving! Trying to hover spam will make you Wasp food.