This is the current build I'm running with. The SRM 4 wasn't doing much for me since this build focuses on large amounts of pinpoint damage, so I swapped it out for a BAP and got up to 4 jump jets. Nowadays this mech is nigh on indestructible if piloted right. I've had it reach 17% armor once and often it gets down to 25%. Quite a simple feat when you can sacrifice both arms, a leg, and your side torsos to keep soaking damage. Best yet, no ammo except in the head, so there is very little chance of an ammo explosion. The shields on the arms soaking damage are also a very nice bonus in the armor department. The BAP also makes it very good at spotting targets for friendly teammates. LRM spotting is a nice bonus, but it gives your allies better data as to the enemies movements and allows them to re position accordingly. Also since the BAP is in the center torso, it means this thing is still dangerous as a spotter even after its lost both its arms and side torsos. Just park it on top of a building somewhere safe and look for them red rectangles. It also mounts just enough lasers to make it a threat. If the opponents decide they want to kill your sniper friends first, rather than grind through the armor block that is the Quickdraw, you can just bore out a section of armor for 35.6 pinpoint damage, putting this mech almost on par with 2 AC20's, or two PPC's Gauss, and this thing mounts a STD Engine. As an added bonus, the Large Pulse Laser also gets crit seeking if it hits an internal section, so it does even more damage if the armor is gone. They either focus on you, or they get cored, those are the options. Finally the AMS on this thing is twice as scary as it is on any long range mech. This is because a AMS normally reaches 200m to shoot missiles, but on the brawling Quickdraw, you can get as much as 400m of AMS coverage, shooting down as much as a LRM15's worth of missiles before they ever get past your bubble, much less the AMS of your allies. Put in the right place, this mech can drastically shift a LRM war into your favor and forces a less than ideal response from your enemies. In conclusion, this mech might not get a 5 kills and 800 damage a match, but what makes this mech strong is that it doesn't need to do damage to be useful. Any hit this takes is a hit that wasn't against a friend, any missile shot down was one your allies didn't have to take, and every scrap of information it gathers allows your teammates to make stronger decisions. This is the lancemate, the workhorse that pulls a team together, and it is so far my favorite mech to date.
Having more speed is good, but its only a few more km/hr in exchange for 3 double heat sinks. I finally managed to get some battlefield testing for this model, and it is simply amazing. It wound up taking on a full lance comprised of an Atlas, Highlander, Yen-Lo-Wang, and a half dead Spider. Granted the 5K only had red center torso external armor and internal left torso and one leg, but it killed that lance dead. As for the average damage spread, its mean over 30 matches has been around 450, with a range of 130-780. It usually take 2 kills a match, and often gets to the 3-4 kill marker. A word of warning though, try to stay close to teammates and in close quarters. This is a close range brawler after all, and often the biggest enemy is getting isolated from teammates.
My build after I got the speed boost. I liked the speed the way it was, so I just swapped for a lower engine and got a SRM4 and a additional jumpjet.