https://mech.nav-alpha.com/#537ffde6_WVR-7K Scout brawler with good speed, ammo count and pinpoint. I had to drop to a less "slot efficienct" LE270 to increase DHS count, because -15% combined with SRM heat and cooldown will generate a lot of heat and you will need any dissipation you can get. ALT: non-artemis version with +1 DHS, better speed and 1xJJ https://mech.nav-alpha.com/#d3bc69c8_WVR-7K
This is a good build for the Wolvie. The +10% missile range quirk is extremely valuable with SRMs. Imvest in some range skills and you can push the range of SRMs to about 330 meters - any farther than that the spread will be too much anyway. I can’t play a Wolvie with no JJs. Downgrage the head laser to ERSL that syncs well with the arm MPLs in both range and cycle time and you can fit a 280 engine and 1JJ: While I love MPLs I think that since the SRMs are the main weapon, it is better to go with medium lasers in a similar build. This saves weight and require less cooling, so you can use light FF armor. Overall this frees enough tonnage for a 300 engine and up to 3 JJs, plus a few point of armor in the head and left arm. Poptart those SRMs from 330 meters
Good point on the ERSL. I would switch position and keep a head MPL for the case right arm will be blown off, so you will keep a "stronger" laser on head instead of a ERSL. I don't mind about the lack of JJ: the situations and positions where you can actually poptart are very limited. I've chosen MPLs over regular ML because of the combination of pinpoint and cooldown which pairs up very well with those quirkes SRMs, so you can actually alpha strike multiple times with very little delay. Also, regular medium lasers would make the build too cool.