Vebyast
Nascent Transhuman
The game has two separate, non-interacting progression systems.
Granted, that's assuming you're planning for this to have console support, and for it to run in realtime. A turn-based or active-turn RPG system would work pretty well, as would a "weapon groups" system like the Mechwarrior games use.
- Pilot Skill, which works like in any other RPG ever: Using, training, or practicing a "Laser Weapons" skill would give you more familiarity with the weapon, increasing speed and precision, while opening up fancy tricks like shooting enemy laser apertures before they discharge. Anna wins here because she's spent so long in active combat. Note that there's also an "ability to express items" pilot skill that affects how many of your integrated components you can use at once and how much they cost to keep out.
- Frame Integration, which appears to run directly and solely off time: Anna grabs a fabricator and is informed that it'll take X hours to integrate, then it starts improving at some constant rate simply because it's integrated. Every integrated component accumulates some fixed, constant quantity of upgrade potential per day. Anna's equipment isn't better because of her extended combat time, but because she's had her valk equipped five times longer than anybody else alive.
Granted, that's assuming you're planning for this to have console support, and for it to run in realtime. A turn-based or active-turn RPG system would work pretty well, as would a "weapon groups" system like the Mechwarrior games use.