The Raven grants stealth to your lance, with limitations. It offers little tonnage with which to play, but it so happens that a COIL-L just fits in its right arm. This, paired with a rangefinder, lets you keep your stealth from being broken by brawlers while you use the light mech's mobility to strike with damage ranging well outside its normal armament. Zig-zagging across the engagement zone on approach, with a mechwarrior boasting high Pilot and Gunnery specializations is most effective. High Gunnery paired with Tactics is also useful, letting you Sensor Lock an enemy while cooling down. Note: the Heat Efficiency rating is odd with a COIL weapon, since firing it with high Evasion will spike that heat on every shot. Adjustments: If you haven't found or purchased a COIL yet, an ER L Laser or a pair of ER M Lasers could work, though with less maximum damage potential. An LL works (with no heat buildup per turn), if you sacrifice the JJs or a ton of armor. Pros: More survivable than stock, , left arm/side can offer light shield, ECM ability is better protected at distance, and the COIL-L can core out many mechs with precision. Cons: Still light on armor, no mid-range or close weapons, easy to overheat, 2JJs offer only limited benefit. Also, no guarantee you can line up shots at long-range or maintain distance in urban maps. Requires DLC.
I forgot to mention: a Rangefinder is almost essential for this mech to snipe while maintaining safe distance. Again, urban maps provide so much obstruction that the benefit is very angle-specific. Here's a Lostech-enhanced adjustment, sacrificing the JJs to make room for 1 HS (D), which is absolutely worth it for most maps.