Jack of all engagement ranges, master of none. You start off jump sniping with the two PPCs, then switch into brawl mode with the lasers and the SRMs. It also alphas for 91 damage at point blank letting you get that one last big punch in with an overload suicide when you know you are seconds from death.
I would build it like this: 1. Put these PPCs for sniping into the (higher mounted) torso-slots, because with that low slung arms it's more difficult to fire without exposing too much of yourself. 2. Put the damage over time weapons (lasers) into the arms, because then it's easier to apply damage on moving target during the beam-time, due to the actuated arms (don't forget to activate the lower arm-actuators in mech-lab)
I like the PPCs in the arms for the greater range of motion, and the height difference between the arms and side torso is very slight. I also find this mech to be agile to the point where having lasers in arms with lower actuators isn't a significant advantage. The smurfy heat rating isn't an important metric unless considered in context. 99% of the time, this mech will be firing either the PPCs alone, or everything else without the PPCs. Here is what brawl mode looks like.
in clanmechs i do indeed fire erppcs in closerange if needed, thats why they work below 90m, but thats my opinion