This is an interesting issue... here's my take:
Compared to SRMs, streaks are currently the far better option. If you consider that the degree of difficulty when using standard SRMs is greater than that of Streaks, it seems to me that Streaks need to be brought back in line with standard SRMs (and if you ask me, the way to do this is to bring their damage back to the same level - or even slightly lower than - SRMs, and to increase their cooldown rate so as to decrease their DPS). Their current numbers make absolutely no sense - they hit more often and do more damage than standard SRMs, at minimal increases to tonnage and rate-of-fire. This is, quite simply, very poor balance.
With regards to the StreakTaro - This is a highly specialized build designed specifically to kill Lights. Though it has a huge advantage against Lights, it is also at a severe disadvantage against heavier 'Mechs. When considering the StreakTaro as a part of a full team of 'Mechs, this particular build does not seem too OP to me at the moment (and this is evident by the complete lack of StreakTaro builds in 12-man play).
PEEF (left DV8, by the way?) makes an excellent point that Streaks are the ONLY weapon in the game that are stronger against certain 'Mech types than others. There is also a very large disconnect between the skill required to use SSRMs and the reward from their use (still a low-risk, high-reward weapon). Why must we have specific "Light-killer" weapons? Their inclusion completely invalidates the fact that Lights rely on speed and maneuverability to survive. If we are going to have weapons that are significantly better against certain 'Mechs, where is the "armor-piercing" weapon that we can use to put a hurtin' on heavily armored Assault 'Mechs?
Honestly, I don't know how to "fix" streaks apart from nerfing them to sub-SRM damage/DPS abilities, but that alone might be pretty decent.
Edited by DEMAX51, 03 October 2013 - 11:56 AM.