Mechanical mods are simpler and within the reach of most to repair themselves, even with hardware store components. To do that with a regulated mod you'd need SMD soldering experience and equipment, possibly PCB making capability (if one burns up), and a stash of the required chips and components, if you can even get to the circuitry. If the stuff hasn't hit the fan, you can probably get the entire assembly from REO. Mech's are EMP and static immune. If you shuffle across the carpet in the low humidity of winter, and zap your mech mod while grabbing it, it'll never be the worse for that. Mechs are shorter.
The battery starts out at 4.2V unloaded when fully charged and drops from that point on. As voltage decreases, on a mech, so does current, power, and vapor. Mech users consciously at first, then soon subconsciously, use a bit longer draw as battery voltage falls, to get the same vapor in each hit. This is not a big deal. For best battery life, you want to use it in the upper half of the charge, so you pull it for recharge at about 3.6-3.7 volts. Starting out, you'll use a multimeter to find that out, but you'll soon develop a sense from when you get there by the rate of vapor production.
Many new mech owners start out with disposable cartos or attys on their mech. In that case, you want to stay in the ohm range most manufacturers consider LOW, i.e. LR. That can be as much resistance as 2.0Ω for about 8W down to 6W of power. You increase the power by going lower on the resistance, for example, 1.5Ω yields about 11W down to 8W of power. You can custom tailor your resistance and/or go lower on resistance, even down into the sub-ohm range (where VVs can't go), by using a rebuildable dripping atomizer (RDA), such as the Reomizer 2 (RM2) where you easily wind your own coils and use cotton balls for wicks.
You can use something called a kick in a mechanical mod, an electronic circuit that keeps the coil voltage level like the regulated VV mod. The advantages of this over the VV mod is you can remove it wash the mod or use the mod without it in the event of electronics failure. It has several disadvantages; you have to use a smaller battery to make room for the kick and you have to maintain two different size sets of batteries for with and without the kick.
The unique disadvantage of a mech kick or REO VV is you have neither the decreasing rate of vape of a pure mechanical, nor the display of most VV/VW mods, to keep you appraised of the battery state of charge--you have to maintain a sense of how long and much you've used it. Current draw of a kick increases as battery voltage falls, working the battery harder as it gets weaker, which shortens the life. The REO VV uses two smaller stacked batteries (in series) to provide the higher voltage to regulate, rather than the current-increasing boost circuit of a kick or most VV/VW mods. The amp-hours of the REO VV are less than the mech, but the watt-hours are about the same.
I recommend starting out with the mech, i.e. the non-VV Grand, and definitely a Reomizer 2 (RM2). With widely spaced posts (not one in the middle and one next to it) it's dead simple to install a coil. With the ceramic base, probability of a short is much lower. That doesn't mean you can't have one, but if you do, the "hot spring" under the battery will collapse, disconnecting it, thus protecting you and your battery. Make sure you order an extra battery spring, and optionally a rebuild kit, which also includes a spring. It's good to get a couple of spare RM2 post screws and a couple of extra o-rings.
Hope this helps.