This was a terrible mistake for me to build, but it was AMAZING when I ran it. You can run, you can jump, you can land a 57 point alpha. You will also be able to shut down a LOT. Run it will all the cooling skills and a couple extra cool shots, or you will just give the team some time for target practice. Serious, someone needs to tell PGI that I need war-horns that play funk whenever I get a kill in this...
The 6th HSL adds almost 5 ghost heat. I would consider stripping the head armor and a HSL for ECM and trading the TC1 for a heat sink.
I mitigate the heat with a mix of weapon groups. I tend to run a left/right side in two groups, delayed for a heartbeat to keep the ghost heat at bay. The alpha/shutdown/dancebreak is for those perfect times to pick off enemies.
The power to fire everything at once without putting yourself at a large heat disadvantage is worth it over the added firepower of a single HSL imo. Prefer the version by Remover. ECM is good, though another DHS could be just as useful.
I've been putting a lot of thought into the comparison between the new HSL and the original ERSL today. The ERSL has a slightly lower alpha, other performance characteristics are almost the same, but the range is almost double. And then you have the added problem of ghost heat with 5x HSL. I'm having trouble believing it's worth taking the HSL over the ERSL, although I was considering it on a Summoner build I was playing with earlier today. I guess the ACH will do better with them than a Summoner will, mostly because it can usually engage and disengage much more freely.