I believe that the Hunchback suffers from some of the same current short-coming as the dragon. Both have a particular sector that is oversized... and neither really seem to benefit from it. In particular, the explanation for the Dragon's large "gut" is that it was designed to make the dragon's front profile smaller... but it doesn't feel like it's any shorter. The Dragon's hitbox makeover helped a lot... but it seemed to only make it "thinner"... not actually shorter. I think this idea applies to the Hunchback's "hunch" as well.
Perhaps looking at size as the overall volume of the mech comparable to the other 50 tonners... but with such a big boxy section sucking up all of the mass... it doesn't really seem like the rest of the mech is small enough to justify it. Not to mention that the "hunch" looks bigger in game than what I have seen from tabletop (could be wrong on that one).
Basically, add the wonderful little quirks for greater verticle torso movement or some improved acceleration (personally I think torso movement speed should be at the top of the list) but also consider shrinking the overall mech (and or "hunch") to make it a little smaller... (call it the Munch-back if you will... Munchkin Hunchback lol)
Additionally, I wanted to bring up an interesting point about the Hitboxes though. It seems that the Front RT extends backwards... which I think is actually a benefit of the design. It gives a very low motivation for anyone to put any armor points on the Rear RT, thus adding armor to the Front RT. While I think this is interesting, I don't know if it "makes up" for the concurrent disadvantages of a very large (and high priority) target. I also think it ould be interesting if the center torso took over the section underneath the hunch on the front...
As far as weapons go (another gripe shared by the dragon... coincidentally), there is some SERIOUS balance (like inner-ear balance) issues. Disregarding the 4SP... none of the hunchbacks have a single LT or CT weapon hard point... or more than one hardpoint in the left arm. Even when you include the limited "one crit space" hard point in the head,,, that means that you only have access to two weapons on your entire left side of your body... INCLUDING your center torso and head! This appears to be a problem for two reasons: one, the other 50 ton mechs have a better spread of weapons... and two, the "hunch" seems to not hold as much firepower as it would need to in order to justify it's downfalls.
The hunchback is essentially the FIREPOWER 50 tonner, but it seems a little lackluster at the moment. The 4P has a sufficient amount of firepower in it's hunch to warrant it's large size...... but the other variants don't seem up to par. The 4G can be nice with an AC20... but the other ballistic hard points are completely negligible .. and even if it had 4 ballistic slots in the hunch AND machine guns weren't so bad... it wouldn't be worth it. Multiple Ballistic Hard Points in the same giant right torso are NOT useful! Relocating two Ballistic points to the CT would be much more useful, for instance. Or removing the RA energy point from the 4J and putting it on the LA. Overall... most of the hunchbacks seem to be lacking in hard points. The 4P has 9, compared to the 4G and 4H that only have 6.
I say...
- move the Right Arm energy hardpoint on the 4J to the Left Arm
- slide the two energy hardpoints on the 4H into the center torso
- Reduce the ballistic hardpoints in the RT on the 4G to 2, but add 2 ballistic hardpoints in the CT
- Leave the 4P and 4SP the same, and work out the quirks from there
Furthermore... do not forget that there are TWO other mechs in the exact same weight bracket... let alone the rest of the Medium category. When you have three mechs at the same tonnage there is a good chance that one of them is going to get the short end of the stick. You have to try and balance 12+ variants to be approximately effective! That's a daunting task if ever there was one.
P.S.- Please fix machine guns. That is all.