I finished the Israeli ground tree a few months ago, so I my memory may trick me but one of the biggest problems about the Mk. 3 is the lacking lineup. You’re baseically left with the two iterations of the Mk. 3 (three if you spend real money - which you should rather do for the Mk. 2 D if you’re interested to grind isreal). At that time there was no Sabra - therefore I never played it - but on paper it’s the next best vehicle to support the Mk. 3’s and that’s it. 3 (maybe 4) very mediocre vehicles.
The Mk. 3 is a glass canon and not a particular good one at that, because there’s nothing other than good ammo. Mobility is bad, reload time is okay, optics are okay (base could be less, first gen thermals), armor is bad. You do get LWS though, that’s pretty handy.
But as pretty much any other vehicle, the best thing is to get not shot in the first place.
Grinding between 9.3 and 12.0 was pretty rough, but mandatory, so you have somewhat capeable backup vehicles once you unlock the Mk. 4.
The recent additions like the Chaparral or the Namer don’t make much of a change. The AA is useless and the Namer is a +60t pile of garbage that’s nothing but a tool for spotting as soon as something touches your ammo. Unless they correct the armor of that thing avoid it at all cost.
12.0 is pretty fun though. I wish the APS of the Mk.4M could save me from the Russian Kh38 missile and the armor would be a bit better - can’t believe a vehicle with +65t performs so bad in comparison to other tanks in that weightclass, but the overall perfermance is much better (even better ammo, great optics, much better mobility, good reload rate). Coupled with some excelent helis (can’t say anything about planes as I suck at dogfighting) the top tier line up is pretty decent and I’m so hyped about the Spyder AIO. I can’t wait to get something to deal with those Su-30/34s.