My meta sense is tingling on this build _ 5xcERLL build with enough heat dissipation to be actually sustainable. TC1 and 2xJJ for additional maneuverability and reach higher points... High hardpoints should help greatly on hill pokes, so it should be a nice addition in both Boreal Vault and Polar Highlads. ERuL are required to fit ERLL on the highest hardpoints. 2nd hardpoint on arm is the lowest.
Since you can only fire 2 at once, why 5? Seems like going 4, firing 2 and then 2 .5 seconds later, you get better heat management, DPS, and bigger targeting computer - _
Because your contesters are 5xERLL boats and, in case of a 1vs1, if you don't have the range advantage, you are gonna lose. https://mechspecs.com/threads/whm-6d-azure-tickler-5xerll-xl325.10677/ An IS 5xERLL has a very similar alpha strike (45) has the same range of an unquirked cERLL boat but with less duration (better pinpoint) and better tank. If said ERLL will fire below its optimal range (~875 meters including skills) you can't win: at such ranges nothing stops your opponent from hiding to avoid your additional cooling and strikes. Also, you already have a 10% range quirk, so a big TC isn't really needed: you will rarely fire above 1100-1200 meters. Last but not least, it should be possible to fire 3+2 with full cooling skills: the additional ghost heat will add 8.5 heat, so 52.4+8.5 strike will surely break the base 57.5 heat limit of an unskilled mech, but with coolrun, heatgen and heat containment you should be able to achieve that scarier 3+2 alpha.