The cumulative +1 is actually a pretty good idea, and would provide some interesting tension. I would say that a failed Stability roll would cancel the accumulated bonus.
The overall issue is one of stacking modifiers. There are four classes of modifiers, which can be combined to great effect: 1) tech that reduces TS, 2) tech that provides cover, 3) movement, and 4) cover.
Tech that reduces TS is in the form of Thermal Dampers (up to 67% TS reduction but pretty expensive), Stealth System (straight -2 but pretty cheap), Ceramic-composite Armor (straight -2 and very cheap, but +1 to Dmg is tough), and Organic Armor (straight -1 and regenerating armor for only 2EM and no downsides ... obviously needs campaign consideration).
Tech that produces cover are Cratering Charge (+1, but canceled out by the -1 mod for standing still), Smoke Dispensers (+3), and Decoy Flares (+5/+3/+1).
Movement modifiers are -1 for 0-2 moved, +1 for 6-8, +2 for 9-12, and +3 for 13+. The -1 for not moving means that most units won't sit still unless they have cover to cancel out the penalty. Most medium and even heavy mechs can get the +1, and most light mechs can get +2. It's possible to design very light mechs that get +3.
Cover modifiers are +1 for partial cover and +2 for forests (which I suppose accounts for the biomass making the TS fuzzy).
Enhanced Sensors can give bonuses to hit, but they can be canceled out by Electronic Countermeasures, which more or less produces an arms race where everyone will try to buy max levels of both if possible.
So, just by using movement and cover you should be able to get anywhere from +2 to +4 in average situations, meaning that mechs with a TS of 2-4 are going to be very hard or even impossible to hit. A TS of 2-4 is easy to achieve with the use of Thermal Dampers by themselves, even for Fusion powered mechs with multiple hot weapons systems. Given this math, the use of Smoke Dispensers and Decoy Flares essentially represent turns of being invulnerable to targeting, but they are limited in number (and you might want to save some in case your Thermal Dampers get hit).
Some possible variants to consider, depending on what flavor campaign you want to run:
1) Don't allow Thermal Dampers and Stealth Systems to stack, i.e. Stealth System is just a variant of Thermal Dampers and you have to choose one type or the other.
2) Reduce the effectiveness of Smoke to +1, and Flares to +3/+2/+1.
3) Reduce the number of Smoke charges to 3 and Flares to 1.
4) Don't allow Smoke and Flares to stack with Thermal Dampers or Stealth System, the "fluff" behind this being that they create a negative-effect cold halo that can be targeted just as easily as a TS. If you use this one, you probably don't have to use #2 and #3!
5) Don't allow Electronic Countermeasures, which will allow Enhanced Sensors to cancel out a lot of bonuses, but will result in a bit of an arms race with everyone wanting L3 Sensors.
6) Use full Size instead of half size for calculating base TS. Sounds radical, but given the math of the Thermal Dampers this will only result in an increase in final TS of 1-2. However, it might be enough to make targeting easier and still leave the rest of the systems in place as is.
As for my campaign, I think I'll go for #1 and not mix Dampers and Stealth. I like the idea of Smoke and Flares being "oh shit" resources that you use to save your shiney ass after your Dampers get taken offline, so I'll probably use #4 but not #2 or #3. I'm not sure if I'll use #5 or #6.