Battle tested multiple times: IMHO a must have. If you don't know what to bring, this build will perform just fine wherever you use it. It works well in both Scout mode (max leg armor, yay!) and invasion (1200+ potential AC10 damage with ammo nodes, but lacks double tap and burst fire compared to dual UAC10 builds). It works very well on any map due to excellent cooling efficiency, good pinpoint and good range. A word of warning: you can't outbrawl a pure brawler and likely you won't be able to snipe a LL sniper... For these reason, try to stay inside the 200-500 meters sweetspot for maximum efficiency and to play safely. Due to the fact it's basically an AC20 with AC10 range and cooldown with minimal backup weapon, you can really murder anyone provided you focus and aim components properly. Also, due to the fact it's pinpoint and doesn't spread damage at range, it is actually a nice light-killer at medium-short ranges. ALT: 4xSL, 3 ton of ammo version. Unless you are facing jelly ATM boats and some old ammo buff patches, you probably won't need 4 ton of ammo. _ Quickplay Alts: for Solo QuickPlay it is recommended to fit 4xERSL instead of 2, so you burst (maximum) DPS will be higher and it is better to deal with bigger and more armored foes. You have multiple choices. If you want to keep Light Ferro, you either have to fit only 3xERSL and keep 4 ton of ammo, or viceversa (4xERSL, but only 3 ton of ammo... The latter is not recommended) _ _ If you are willing to drop LFe, you can have both ammo and ERSL at the cost of engine rating (speed) and armor... Due to the much lower speed and for fitting an XL engine, this mech is more suited as a support / poke role with the pros of being a nasty pinpoint surprise close range to fend off cored assault or brawler lights which are attempting to harass your bigger team mates. Simply don't run around alone, follow / support the big group and you will be fine. _
The 2xAC10 Bushwacker is such a classic build for me, I love this thing and it really brings back memories. I've settled on an XL255 with a bit more armor, which I think helps with the XL. There's an argument to be made for speed as well, I suppose. 3 tons of ammo has done just fine so far. For skills I suggest torso speed, lots of defense (the BSW is a bit on the chunky side), offense that's going to boost your AC10s and maybe a little bit of heat reduction/dissipation.
All that armor for 2xERSL doesn't look like a good idea. Armour on arms can be usefull on steak boats and maybe ATM boats, but I wouldn't count on them too much. Yes, because the main purpose of speed is to kite enemies: the later the enemy will close up on you, the later they will be able to apply damage at their inteded optimal range (SRM, LBXs, whatever). This won't always happen depending on map and on your (or team) movement, but the later the brawl start, the better. Also, in case of jelly Vapor Eagle jumping ATM boats, you need all the speed, acceleration and deceleration you can get to poke and avoid those deadly salvos. About skills, max cooldown, max range, skill into heat gen (or max out...?), no laser duration, max armor, 3/5th or full radar deprivation. Acceleration, deceleration and torso speed / yaw / pitch can be a nice additional, but they are at the bottom of my priority list.