Things being complex for the sake of it is bad design. No reason to have more than one thing to press for these.

It used to be worse in the case of casters. I could get rid of a good deal of the knockback /draw in mechs in a given fight due to how short the surecast cooldown was. The devs fixed that by increasing the cooldown a lot. My guess is that the idea of it is you can basically remove one mech (though it doesn't always work) for a fight but you have to pick which one. If you mess up the mech, you can stop from being thrown off of the platform for example. I know I've done that before, you just can't keep doing that for the entire fight.