I've run lights with below-max engines for a long time. Ever since lights lost their everything-proof shield, having a max engine on a light mech is no longer what it used to be. Honestly, as long as you play smart, building lights for firepower over speed can give you some mad returns.
For example, I started playing around with
this to see how the Clan lights might function before their release and was so impressed that my Raven 4X uses this build to this day. It's still one of my better lights. It's high mounted hardpoints and extremely small, narrow frontal profile make it a phenomenally good sniper platform that is easily overlooked by larger mechs.
My
OXIDE has remained largely unmodified as well, changing only when they started allowing half tons of ammo (it got a bit more armor at the cost of 50 SRMs). It's slower than advised for lights, but as a close support striker for the main battlegroup, it's a fantastic, hard hitting platform that can really devastate the enemy team.
Super fast dogfighter/scout mechs are valuable, don't get me wrong, but they're hardly the only role that light mechs can perform effectively. Lights are often overlooked in a brawl, they usually have a very low profile and great hitboxes. With all the clan mechs running around, pinpoint autocannons (the bane of a light's existence) are fewer and farther between. Are slower lights going to show up in the highest echelons of competitive play? Probably not. The meta is too established in the minds of the comp players for them to really want to experiment with lights in a different role. Are slower lights both fun and effective? Absolutely. You just need to get out of the "squirrel" headspace of their speedy cousins.
Edited by Josef Nader, 29 September 2014 - 06:50 AM.