Our ability to put things in the mod is limited by the amount of time it actually takes to make assets. Our goal with the creation of new assets is that they make the different factions
more different, not by adding in more units that fill the same roles that already exist and cover them for every faction, especially when one of the downsides with the Warlords that we're focusing on is that there's already a lot of overlap. If people want to use CW units, they should play our CW mod, we want to
reduce the number of ships used from that era, not increase it even more -they were very rarely used. Some factions, where it's appropriate, have some level of pirate connection and relevant older or mercenary ships available to them, like the Greater MAldrood, but they use ships that were actually common for pirates- a lot of the things you're suggesting would simply not have been pirate or mercenary vessels.
You have in mod planets Trandosha (trandoshans are warrior race and one of the best bounty hunters in galaxy), Mandalore (Mandalorians are warrior race and one of the best bounty hunters in galaxy, col army DNK!!!???, and Mandalorians have some of the best tanks and battle ships in galaxy), Correlia (large shipyard, first Viscount Star Defender was build on Correlia and Correlians have one of the best planet defense fleet), Foerost (Bulwark battleships!!!???), Hypory (huge droid factory), Nal hutta and nothing interesting to build on them ((( .
Most of your examples aren't in the mod in the first place. Trandosha is not in the mod. Mandalore wasn't in the mod in 2.15, and they never built larger ships to hire out to anyone- while Mandalorians would work as mercenaries, the ships they started building after Endor were to defend Mandalore. They only get mentioned in a few places, and never as something working for another faction aside from when they joined the Confederacy in the Second Galactic Civil War. Corellia's in the mod, but is a pretty bad example of this- none of their larger ships are actually shown anywhere, they don't even have names except the Strident which is out of our covered period, no designs, not even rough designations. We'd love to add them on Corellia even just for the bits when they were independent, but the information required to do them simply doesn't exist without spending more resources than we have trying to design them. The Viscount is already in the mod, but the Viscount doesn't really connect to the mercenary stuff at all. Foerost and Hypori are not in the mod, and weren't relevant enough in this period to warrant inclusion in the mod either. Foerost never gets mentioned in any source after the Clone Wars, and Hypori is the same except for FoC, which also takes place before the mod's timeline.
Every side in star wars have mercenary "army".
What are you basing that claim off of? We've never seen significant use of mercenary armies in this period of SW beyond specific instances like the Remnant being so hard-up for fighters that they had to buy the Preybirds off of the Cavrilhu pirates, but that wasn't a mercenary army. You never see, for example, the New Republic using a hired-out Mandalorian capital ship or tank battalion, or the Imperials using a hired-out Hutt fleet. Just stuff like bounty hunters.
Basically, the overall point here, is what is this supposed to be adding to the game? All it really does is require more work to make assets that water down the diversity between factions, or fill redundant roles, in a way that isn't even particularly lore-friendly. If we're going to prioritize that kind of thing over making the actual common assets (ships, vehicles, infantry types, etc) which were actually made and used by the existing factions, there needs to be a good reason, and I do have to disagree that the mod is bad or even 'worse' because of that- if you likle mercenaries, that's a personal preference, not really an indicator of quality, especially when it's not really something supported by the lore. If what you're looking for in a mod is mercenaries, this will likely just not be the right mod for you.
P.S. You can made "mercenary patch" for mod, in this patch would be only mercenaries and with this you have options for everyone, for those who like them and for those who do not like them.
This is something we never like to do, for the reasons I touched on at the start of the post. There's plenty of work left for us that's necessary for the mod, and anything that's just going to be optional still takes the same amount of work for us to do, if not more because we now have to work on two different sets of files. If there's something that's just "extra," instead of working on that we would rather spend that time working on the core features for the mod and fleshing out the existing stuff more. Every situation where there's something to possibly be done, it's not just a matter of whether
someone would want it that way. It has to make sense, and resources are limited- any one thing being done means that it's being done instead of some other option.