In naxx (undertaker) hunter tracking would always discard the precious secrets that mad scientist was supposed to pull from my deck (without having me bother to play them at all unless I draw them) and kill command would be a mandatory pick against many classes, narrowing your options. One of the reasons mech hunter isnt played is because noone can imagine running rush hunter without undertaker and even mad scientist seemed to slow down my deck so I took it out alongside all the secrets which messed with my draws (I might sound like a noob here, but this is my actual experience) and webspinner is another card that doesnt quite fit into mech. After googling mech hunter all decks i found contained these cards however (which are/were blatantly overpowered, so of course it made sense) limiting the effectiveness of mechwarper, leaper and even Jeeves, because you would get stuck with unwieldy cards more often.
Also I am really not too fond of enhanco mechano; when you win hard, you win by turn 5 or 6 anyway and otherwise its potential is likely much weaker, because you're struggling for boardcontrol.
Congrats to reaching legend btw
![Smiley :)](https://elementscommunity.org/forum/Smileys/solosmileys/smiley.gif)
Also 1 of the 2 remaining over the top overpowered cards is Dr. Boom which is weak to Big game hunter, making fel reaver extremely dangerous to play (even more than it already is)
Edit: As it turns out Rogue (why?) and especially Paladin are the most played classes right now, with Paladin being an actual counter (about 75% lose rate for mech hunter) and rogue having a lot of superefficient but impractical early removal being a 50-50 matchup. Also aggrodecks which realize the threat of mechwarper, turn the mech deck into a deck full of fairly costed minions and none of the competitive decks contain fair cards. So mechhunter will get you to rank 9 with lightning speed (turn 5 wins rather common) and then come to a sudden halt with perfect 50% winrate. Dont use it other than for fun until the meta shifts again.