Didn't see this build yet, so thought I'd share it. Grabbed the LL & AC/10 to capitalize on the quirks, and they work well--the LL for probing shots and the AC/10 for hammering a wounded bird. For the short range option it was either MLs or MPLs; since I had lots of slots but little tonnage, I went with 4 MLs. Had it had fewer slots but extra tonnage I'd have gone with MPLs (like the WubForcer does).
I've since updated this build as I'm closing in on Mastery: As I'm about 3K xp from Mastery with this variant now, I've found my tastes with it. I really use it as the Quirkforcer now, as I ended up dropping the MLs from it. The only time I prefer the MLs over the LL and hammering away with the AC/10 is in a short range circle of death, and honestly the Enforcer just isn't sturdy enough to survive many of those. I'm better off supporting the firing line from medium range. I also drop mostly solo with the time I have to play, so I started running AMS on pretty much all my mechs--which I've found I really, really like, contributing to the anti-LRM screen as much as I can. So I dropped the MLs in exchange for AMS, maxed out armor, and 2 more tons of AC/10 ammo. Very happy with the build now.