I pulled the XL because you're going to be brawling in this and having an xl is a liability. Especially when people figure out the alpha potential of this mech, you will be a priority target so durability is going to be key. Dropped the srm6's to 4s and the MPL's to ML's to give me the tonnage to go standard. SRM4's also have a tighter spread so i prefer them over 6's unless i have artemis. This freed up the crit spots to add endo and not lose any speed over the XL. This also gave me the ability to get AMS in there. You could drop the 1 ton of ammo that i added and shave some armor off the legs to get to this for even more speed Good heat management will be important here.
GOLDEN BOY Actually, this is better than my 2nd build. Lose 2 chassis heatsinks and gain a larger engine with an additional engine heatsink. Almost identical heat efficiency with a bit more speed.
I tried messing around with the build a bit, and went for a bigger standard engine, 1 ton less ammo, but more armor. If you rely on the medium lasers to peel armor/scratch enemies at a distance, you can usually make it through most of the game without running out of SRM ammo. Also, the cooling efficiency isn't too much of a problem, as long as you are careful with Ghost heat. I may not be the best brawler, but I've been having a lot of fun with this mech (and the C-Bill bonus helps ) It seems to work well enough for me, it's fun to have that extra bit of speed. I'm experimenting with other things, possibly (for fun) replacing the two arm SRM4s with a NARC beacon, but that probably is only useful when it comes to playing in a group with a LRM boat. Plus, that would be closer to the "Canon" role of the Kintaro I think... (Okay, there's the end of the slight thread derailment)