First, I assume the null value for cargo on most tanks/anti-tank vehicles is intended to be a placeholder? Because if not, and they're not supposed to carry cargo of any sort, that seems like a big mistake—tanks and other AFVs throughout history have been known to carry as much gear as it's possible to stick on the vehicle, up to and including the modern day. Given the rules as written don't even work for a vehicle without a cargo value right now, that might be something to consider if it's not a placeholder for whatever reason.


Pictured: cargo
Second: While I like the idea behind the "roll to see which vehicle your party starts with" table, I'm not sure it will really work out in practice:

In my opinion, there's a couple practical problems with this table: First, and probably easiest to fix, is it skips right from APCs to MBTs without any step for IFVs. There's obviously a pretty big gulf between something like an M113 and an M1 Abrams, and slotting the option for the party to take an IFV in-between those choices seems like a quick and reasonable fix.
But! There's a part of me that isn't sure it's a great idea to roll for vehicles at all. A party's vehicle is going to be a big part of any campaign, and something with as big of an impact as "do they have horses or an M1 Abrams with which to solve and/or cause problems" doesn't seem like something that should be left to the dice. Obviously, the GM has the option of straight-up picking an option for the party, but then that's just making the table irrelevant entirely. And, of course, there's the problem that while the likelihood of the players getting an MBT only goes up with the more players that they have, this means that the more players the party has, the less likely it is that they'll end up rolling a vehicle that can physically carry all of them! (Without party members riding on the roof, at least)
What could be a potential solution would be that instead of having the party roll to see what vehicle they get, to instead provide a list of options the party can decide upon. This is something that I really liked as an option in FFG's Age of Rebellion, for instance—in that book, the party has the option of deciding if they want to start with a squadron of Y-Wings, a captured Lambda shuttle, or a pre-established hidden base. While the GM can still choose which asset they start with, for the players it can be a great opportunity to decide what kind of game they want to play, and what resources they want to start with. Obviously, Twilight: 2000 has a much different tone than a Star Wars game, and you don't necessarily want to give players the straight-up option to take a fully-functional MBT at the start of a campaign. But, allowing the players to choose from a series of vehicle and gear options, as opposed to merely rolling, could be a great way to give the players agency (And save the GM some headaches) at the start of the game.
Plus, you could also make one of the options "Start with a semi-established base," which would also fit in nicely with the new base building rules.
As an example, the players could be given the following options:
-Start with access to a secure base with some supplies
-Start with APCs in reasonable repair
-Start with a badly damaged MBT
Could probably stand to be more granular, but you get the idea.
Third and final thought: Customization! I mentioned this before in my previous post in this thread, but I wanted to expand on it since I think it's important (Even if this suggestion is the least likely to actually make it into the final rulebook). When players have access to a vehicle, one of the first things they'll want to do is figure out how to upgrade it—be it through improved weapons, extra armor, or other customizations. As a GM and a player, I think this is great, since it gives the players additional emotional attachment to their vehicle, and finding parts for upgrades can become questlines in their own right. And the world of Twilight: 2000 is perfectly ripe for this: With the world breaking down, soldiers are going to add whatever improvements they can to the vehicles they have access to in order to keep them alive—be it additional weapon mounts (Something that was extensively done in World War II and Vietnam), additional armor plating, ERA blocks stapled everywhere, expanded or external fuel tanks, barbed wire to keep those infantry jerks from messing up your paint... you get the picture. And technically speaking, one upgrade is already in the game—the ability to convert an engine to run on alcohol fuel.
In my opinion, vehicle upgrades could (And should!) be a section unto itself within the Gear chapter. It's simply too fitting for the game to go without the ability to customize or upgrade vehicles, and will be an immense help when players inevitably ask to do it anyway. A lot of fun could be had writing and playtesting such a section, and I for one would be happy to volunteer :v