I like running mediums, but lately I've been reluctant to take them in the current state of the game (which is topheavy as it is). Then again, I've only just got the 2nd staying medium (Cicada-3M) after acquiring the mechbay and C-bills from the challenge (I have more Lights than I do than everything else, so
). I haven't bothered to take the Shadowhawk-2D2 so... I feel bad.
I do have a list, having grinded every medium chassis out (but not every (non-hero) variant, BJ-1DC and Cicada-3C are pretty it) and I don't think I'll do the Vindicator quite yet...
1) Shadowhawk-2D2 - Can do everything, but a master of none. That's fine... as this variant truly is what the Mediums strive to be, and make it do
mostly anything you want is great. I've left it as a ASRM boat, but making it a Streakboat seems rather meh to me.
2) Griffin-3M - Best missile boat in the medium class... if/when you're considering JJs as the defining benefit over the Kintaro. I'll have to buy it back someday, but it was tons of fun to experiment with Streaks/ASRMs/LRMs on it.
3) Wolverine-7K - I like my missile boats to have more pewpew. It will never have as much missile power as the Griffin or Kintaro, but as I said... I like my pewpew. Missile weapon spread is somewhat more useful than the missile torso of the 3M, but it is what it is...
4) Centurion-D - I like the A, but the D was my fav back in Open Beta... but the hitbox change has made it less effective IMO. Still, chasing Lights @ 120-130kph with ASRM6 is a fun sight. It won't ever be great, but just for sheer scare power on anything that gets hit by ASRMs is great.
5) Hunchback-4P - While the weakness is obvious, it was great before the introduction of Ghost Heat. I did put together an OK build for it post-Ghost Heat, but it never became the same. In any case, all that pewpew was great when people least expected/wanted it. It was always glorious fun.
6) Trebuchet-7K - Yes, a 6th one. It was lots of fun using it (it's arguably better now missile-wise with the dynamic hardpoint changes). Using the arms as shields like the Centurion but carrying all the power weapons in the torso is far more optimal than the Centurion (ballistic or energy arms is a risk for being so damn large). Good times.
Honorable Mentions:
1) Trebuchet-5J - I keep mentioning I hate it, but I'll probably run it again on some medium leaderboard challenge. Don't ask me why but the love-hate relationship is healthy enough to recognize it for what it is. It's flawed, and very energy dependent, but I like energy hardpoints over most things so this gets the odd nod at those times.
2) Blackjack-1X - More energy, but still fun. Speed is what makes it over the other variants and while the BJ-1 is most popular... this is the only variant that never bothered me when it came to Ghost Heat because you HAD to multi-group fire the weapons by design and ideally... due to heat generation. Too bad for no JJs...
3) Cicada-3M - This was the 2nd mech chassis that I went with, and obviously got the 3M first because of the nifty 320XL it comes with (and I just rebought it). The ECM is still what keeps it relevant (well, ECM being powerful does that to anything) and while it seems less than appealing to max out the engine to get that speed (it is too much of a sacrifice IMO), it does tend to reliably hold more power than the 3L (minus the missiles). I still think it's a bad idea generally to make use of the ballistic slot in the first place (my original error being based on what I did for the Raven-4X at the time).
Oh well... I couldn't really find a way to fit in the Kintaro, (although, I value the Trebuchets far less in general) only because I could only effectively make them LRM boats unlike the Griffins because of its "larger size"/hitboxes.