Guess if you think that is to much ammo you could up the engine or add a JJ but i find it useful if you don't overextend and use your range sometimes.
you could put it down to the 280 and add the JJ if you wanted it or move up to the 295 and remove a 1/2 ton of ammo. Don't really like running out of ammo and just running around at the end of game and don't really think the JJ is worth it.
Never strip leg armor on a light mech, especially on a Raven! Anyway, 2 ASRM6s is probably the best weapon loadout on the Huginn after the quirks pass. I tested it, it was ok, but I'm afraid I'm lost for the cause, I'm so accustomed to the Oxide's rate of fire I was constantly off-key.
2 SRM6+A are all this bird needs. The +20% missile range is absolutely priceless! As the build name suggests, the best way to play it is to do high speed drive-by shooting, then go around/over an obstacle while the launchers are on cooldown and come back again for another pass. Do not run in circles - you are not as small as a locust/flee and most popular lights will out-dps you in a staring contest - but at repeated dive-by jousting you will win. My build is below. The LAMS (you have no heat issues at all) is interchangeable with a Beagle Active Probe, or an XL300 engine. Take the LMS if you want extra defense or like to stay within the team cohesion, take the BAP if you like to scout ahead of team - You have +100 sensor range quirk and the BAP will boost the range on top of that. Take XL300 if you really want more speed (adds nearly 10 kph) - for me XL280 is plenty fast already.