Layer01, here’s your mech with working weights. No billion objects, and only 1-2 effectors per bone. I did a little kick to make sure it works. The rig, she is solid.
Here’s some notes;
Bone Deform is set to Direct Weights.
Each bone has a MetaEffector selected as it’s Weight (Bone tab for each bone).
One metaEffector per chunk of mech (thigh, shin, etc).
Effectors’ Fields of Influence are set to “All Connected”.
With Direct Weights, geometry that has no bones will collapse because there’s nothing to hold it. That’s why the unweighted bits disapear when you go into Animate mode. You can do the rest of the mech; I’m lazy 
Second, because the bone deform is using direct weights, every bone needs a MetaEffector (or some kind of weight tool). If you have non-weightmapped bones, you’ll notice your geometry is laggy and …scales… as you rotate your bones.
I pulled the Effector heirarchy away from the bones. This means you can move around your bones, add more, move pivots, whatever, without breaking your weights. Most effects that use weight tools (like here) are “static”–they’re evaluated when switching from Setup to Animate mode, and after that their position doesn’t matter. Sometimes, like with Melt, you can have Dynamic weighting, which means the weight field can be animated.
OK so why do it this way?
- You can cheat your rig. Want to stretch those legs just a smidge? Like a little bend in your kick? No problem.
- Batch exporting geometry is a big fat pain in the tuckas.
Happy animating!!!