A fairly good build, speed enough to stay on the outside. PPCs good for disrupting ECM, allowing the missiles to lock and do their job. Flamer added as an afterthought. Just a lot of fun to play with.
My issue with this build is you have a lot of different weapons, makes it difficult to bind stuff. I essentially see 5 groups - the PPC and ER PPC both have different ranges and are on different crosshairs, meaning I'd prefer to keep them separate (why waste heat on the PPC if you are only aiming with the circle or if you are 40m away from target?). The LRM 15 isn't enough LRMs to really overwhelm AMS, and it will work more like covering fire. The SSRM2s make a nice backup weapon, but you're already at 4 groups, and the Flamer makes 5 (not to mention it's kind of a joke weapon right now, anyway). This build is one of those "can do it all, but can't do anything well" builds. For long range, you have 2 PPCs and a LRM15. The PB doesn't make a great LRM boat (actually I don't think any of their hero mechs yet do...Heavy Metal is closest) or PPC boat due to lack of available hardpoints. Up close, you have a Flamer, 2xSSRM2, and an ER PPC. I'd be more apt in my mechs to take this on up-close instead of at range, but I'd be bringing a lot more firepower at that range even in my Dragons or Trebuchets.
You hit it on all counts, 5 weapons groups (ugh!), this variant is a lot of fun but by no means a game changer. Mediums are a real bear up close, and with sniper accuracy ever improving, drives fire and maneuver all match long.