
That being said, I can't say that I agree with everything you say, but I won't say that it is necessarily wrong. I think it's more a matter of preference and observation. I've led several successful defenses now as well as one successful assault, and have formed a few of my own ideas and tactics.
That being said, I am an IS pilot instead of Clan.
What has worked for my Unit, has been to station a lance at each gate on Sulfurous. On Vault, the extra lance sits a little behind the two defensive lances as a safety. We congregate around whichever gate comes under assault and meet the charge head-on there. Since Clanners are soft on their legs, we leg them and then leave them, chasing down the main group as it runs for the orbital gun. Once we've killed the lead-most Mechs, we turn and roll back down the attack path, mopping up the legged ones. This strings out the Clan attack and eats up a lot of the timer while minimizing our own casualties.
After the initial wave or two, when the paradigm starts to shift in a new direction (faster mechs, damage generator, etc.), we put our slower Mechs closer to the generator. If they are all the way forward, they can't make it back to the orbital gun in time to protect it if Clanners managed to get by. Our fast brawlers meet the Clans at the gate, leg as many as possible and shoot up the rest, then die or punch out (we usually have a huge Mech margin by this point and can afford to toss aside some Mechs). When the Clanners finally manage to breach our last defensive line of slow Mechs, the Dropships are landing, wrecking them, and our fresh Mechs are staging a counter charge that usually devastates the Clanners. After that, they are usually so few in number that we sally out to meet them.
These have proven to be fairly successful tactics winning us more battles than costing us. It's not perfect, but it is working.
That being said, I've noticed many more laser based builds on the defensive side since they are the ones who experience more ammo shortages. I am also noticing more front-loaded builds for the attackers since they are all about dealing a massive amount of damage in a short amount of time.
When attacking, reaching the generator and killing defenders is not as important as killing the turrets during the first two waves. Turrets do not regenerate, nor do they respawn via Dropship at the generator when dead. Instead, legging the Defenders or ignoring them as the attackers power their way through to the generator is the better tactic. Shoot the Defenders, but don't get caught up fighting them. Just muscle through and deal as much damage to the generator as possible. The third and fourth waves should be the kill waves and are the most important.
Anyways, those are just some random thoughts I had. I really should sit down and put together and actual, technical overview like you did. Maybe I'll do that over the school break when I have more time.