Get ten tons of LuRMs down range as fast as possible. Weapon Group 1 - 3x LRM20s (+3.12 ghost heat) Weapon Group 2 - Chainfire everything Weapon Group 3 - 2x LRM 20s (left side) Weapon Group 4 - 2x LRM 15s Weapon Group 5 - 2x LRM 20s (right side) If AMS is present/heavy or if you need to get in a bigger hit before a target gets into cover, use weapon group 1 (you could go for 4x20 for 30.73 total heat). Otherwise weapon group 2 is annoying as hell and more heat efficient with near constant barrage. Cycling through weapon groups 3-5 is generally best against AMS when you have already built up some heat. Use all the heat/cooling nodes, ammo capacity, target decay, cool down, velocity, cool shot x2, etc. Depending on playstyle or possible faction play dynamic you may feel like you need more ammo. You could drop a heat sink or two, but it is already a hot build. As with most LRM boats it can be great with a skilled scout/narcer, absolute crap most of the time.
The recent FP event exposed me to teams with dedicated scouts. It can be effective on certain maps and conditions. Sometimes. Don't do it. You can run two of these and a Mad Cat MkII 4 with decent back up weapons with 25 tons left for a Mist Lynx or Piranha. At 70 tons, the Nova Cat has very high LRM Derpage per ton. For less than 6 extra ghost heat, you can fire this version. Fire 3xLRM20 and then 3xLRM15 for a punishing burst with a bit more ammo. Or more sustained to empty the ammo bins as fast as possible before the quick play ends or you eject for a new mech.
Here are my takes: All of which just die if a light looks at you funny. You could try Streaks instead of ATM's, and the result is a rather cool, if odd build: Should be a real unpleasant surprise for any lights that think they can solo you though.
Your single LAMS makes me sad. 3xLRM20, 3xLRM15 and only 9.5 tons of ammo. Ran out in the last seconds.