The armor on this build is scary to me, especially the right and left torso being so low with an XL, also the weak legs means other lights will chew you up. I have been considering trying a similiar build I just haven't wanted to shell out the cash for a smaller XL engine which is what I think this build needs. A 220 or 225 would still give you enough speed plus room to max out most of the armor. I don't think this build needs breakneck speed anyway if you are going to be mostly sniping and harassing. The jumpjets are a nice bonus, but the 2xERL Raven 3L seems to outclass this in every other way.
Name of the game - don't get seen, don't get hit, and backstab a lot or play direct fire support. Total health: Head - 21, CT 41/28, ST 35/21, RA - 21, LA - 11, Legs - 34 Withstands 30 pinpoint to any frontal part except head and arms. Withstands AC40 to any body part at 540+, or to the front at 400+. The key: stay far away and minimize chances of being hit as well as reduce incoming damage. Armor distribution is to allow for one mistake or one ace enemy sniper. Alternate variants: - 2x ERLL on the right arm; I don't recommend since losing the arm can happen and reduce the mech to being target practice - XL 245 + 1xDHS, lose some speed and heat dissipation for typical spider armor Pros: - superior effective range up to 675-900m; synergizes with size and ECM - smaller than Raven 3L = longer lifespan with proper stealth and appropriate camo - JJ! Navigate better than a 3L; more escape routes = easier repositioning = more sniping Cons: - leg health is barely better than a commando - runs hotter than 3L; no longer heat neutral with one ERLL in Terra Therma and barely under neutral on Caustic/Tourmaline - extremely weak vs artillery; don't sit on a sniping spot once any mech turns to look at you even once