I've been against the mortar pit since alpha. The biggest reason is because it goes against British Army design. By Relic's own admission, UKF is supposed to have the ability to play either with a mobile playstyle (hammer) or a defensive one (anvil). Forcing all players to use a static mortar just defeats the purpose of the hammer/anvil decision, since in most 1v1 games you are forced to get one as your primary counter to buildings.
My fix is to add another hammer/anvil choice in UKF T2. 100mp for each choice. 1 path gets you the mortar emplacement for 350mp (to partially offset the hammer/anvil cost). The other path gets you a mortar halftrack or infantry mortar, which will give you shorter range, but mobile fire support.
I personally enjoy playing the Brits offensively, but it is just impossible on maps like Faymonville where indirect fire support is a necessity. The mortar emplacement forces you to place troops guarding it.
I would love to see that. I'd like hammer and anvil to remain work how they currently do, but I'd really like the T2 building to have its own equivalent. Where the hammer (or whatever it gets renamed to) would give the AEC armored car and a mobile mortar, and the anvil equivalent would get the Bofors and mortar emplacement.