(This was intended for Bishop Steiner privately, but full mailboxes and all that. So we'll just make it an open discussion!)
SPARKY
Modules are:
ML Range 5
ML Cooldown 5
Shock Absorbance
Radar Deprivation
Cool Shot 9
Imp. Arty Strike
Left side is MB1, right side is MB2, arm lasers are MB3.
The key to the sparky, I think, is the fast ground speed and the maxed jump jets - with the L5 mods, you can /poptart medium lasers/. The jumpjets throw you into the air so fast that you've got plenty to absorb your landing, and the GRF's amazing torso twist coupled with the 350's speed boosts make it possible for astounding mech gymnastics.

Importantly - with all of that focus on ML, and the new quirks? Your time on target is about a second. Shoot, turn away, get the recharge, turn back; thirty point pinpoint alphas about every two seconds, with very little 'face time' on target.
I use the BAP to improve target acquisition and cancel ECM for support purposes, and run as a light killer, fast harrasser, and flanker. I will sacrifice the left arm, even with its guns, as a shield (in traditional griffon fashion) because everyone knows 'shoot the right arm' from going up against 3M and 1N variants. This will spread damage over every part of your mech and make that XL startlingly survivable.
It is rare that I die in the GRF-S without every hit location being armorless. This is true of most of my griffon runs, but doubly so in the S mostly, I think, because of how experienced players target that griffon right arm and how, in the S, you can use that to spread damage.
Oh! Don't be afraid to use that crazy jump - go /up/. There are places GRF models can go that only spiders could visit before, and people don't get good target indicators for things shooting them from above. This mech was made for the new map.
... maybe that'll help? If you know how to run Griffons, the S is just more of the same. Flank, shoot, and make your target locations count.
