I started with this chassis in my efforts to work through the Quickdraw. This is the build I've found works best with me so far. Not slow persay, but it won't run your socks off. Also able to threaten at all ranges, and against all types of mechs. I find it to be a decent support mech, but it won't lift the team in damage, can't soak the beating of an assault, and can't flank like a medium. Still its solid, if not wonderful. Might get better once it gets elited.
I arrived at the same build independently. The 4H is the one QKD I choose to keep because it offers the most flexible loadouts in my view. I am currently using the PPCs in the arms for maximum shooting ranges / angles, though, but otherwise my build is literally identical. There's no BAP in my build because I run 2 tons of SSRM ammo and can disable ECMs with the arm-mounted PPCs much more easily compared to the torso mounts.
Here's a variant that drops the MLs and therefore can also drop arm armor, in favor of AMS (at 90 kph you eat a lot of LRMs since the latest LRM buff), one additional JJ for better poptarting and more leg armor (for some reason I get legged a lot in quickdraws, IMHO the hitboxes are bugged). And one more ton of ammo for SSRMs.
Another pass at this build: replace BAP for tag, so you can keep firing SSRMS despite ECM and gives you potential tag bonuses (I've found that the C-ECM bonus is harder to get). And it also gives one more JJ. With 3x JJ you can jump 19.79m which lets you poptart even behind pretty tall buildings, where enemies don't expect it.
Okay, this build (or similar variants) wins for this chassis. I've been struggling for quite a while with this mech, and until SRMs are fixed I feel like this is definitely the way to go. Pop tart like an asshole and streak the lights if they have the audacity to close in on you. Just watch your heat and it's like printing money.
Yeah, I've seen this very same build also on Griffins (e.g. http://www.mechspecs.com/forum/index.php?topic=5083.0 ), only the Quickdraw does it IMHO slightly better, e.g. AMS, better armor, better location of PPCs, better cooling efficiency, yet nearly the same speed and still good jumping capacity.