With that said, the mech has not really been quirked yet. Yes, it has quirks, but they are more of the unimaginative and uneventful type. I'll say here in advance that the mech needs to be more agile (how much more agility the Garg needs is another question) and certainly some additional heat reduction quirks. There are also "omnipods" in the pipeline, as I'll describe later, but ultimately the mech is "fixed" in one role... facetime incarnate with above average speed for Assaults.
To simplify this, I'll this break down into 3 sections for easy consumption:
1) The omnipods and you
2) How the mech plays
3) Omnipods on the way?
1)
It's not hard to break down the omnipods so I'll make this easy.
The Center Torso options are hardlocked, and for every added hardpoint, you lose 5 points of the torso twist bonus. For instance, the Gargoyle-A has no CT hardpoints, thus gets a bonus of +10 to the torso twisting radius. The Gargoyle-D has 2E CT hardpoints, thus gains no bonus. The Gargoyle-Prime is "in the middle", thus gets +5 torso twist radius. To stack them up..
Gargoyle-D = 90 degrees torso twist
Gargoyle-Prime = 95
Gargoyle-A = 100
The side torsos are uneventful as they add up to +10% torso twist (+5% torso twist per side torso)... with the exception of the AMS Left Torso of the Gargoyle-Prime, which give no bonus.
The focus of the omnipods are the arms... and unfortunately that does make it more vulnerable than it should be. The current hitboxes tend to get the Gargoyle cored, but the large arms do get taken off, so it isn't the most durable of mechs if you don't have a CT weapon (Gargoyle-A looks worse than it should because of it).
So, let's look at each arm...
Right Arm:
Gargoyle-Prime - 1B, 1M, +10% RA Armor Bonus
Gargoyle-A - 2E, +10% RA Armor Bonus
Gargoyle-D - 2E, +10% RA Armor Bonus
The options are uneventful. The Gargoyle-Prime has symmetrical omnipods for the arms, but considering the tonnage you have to work with, this isn't the best use of the tonnage. Still, you can make something of the ballistic hardpoint... but not so much of the missile hardpoint unless you combine it with a Gargoyle with a CT hardpoint (poor Gargoyle-A

Left Arm:
Gargoyle-Prime - 1B, 1M, +10% LA Armor Bonus
Gargoyle-A - 4E
Gargoyle-D -2E, +10% LA Armor Bonus
Now, things are slightly more interesting. The Gargoyle-A hardpoint is essentially a mandatory hardpoint for most good builds and that means you need to shield with the right side to keep the majority of weapons intact.
The Gargoyle-D's Left Arm hardpoint is symmetrical, which can be useful but has limited application if you wish to "confuse" people in using your left arm/side as a shield and using the Right Arm for the primary ballistic. It works best when you combine it with the Gargoyle-D.
What does this all mean in terms of building? You ultimately won't have builds being that much better than a Stormcrow (you'll have more DHS than a comparable Stormcrow) and will still be inferior to any sort of Hellbringer equivalent payload (which you can stack ECM on top of). Don't even try to make a Timberwolf equivalent build.. you'll very likely be burned... due to the number of DHS you CANNOT fit on the mech comparatively speaking.
2)
I didn't think it was possible to be worse than an Atlas in terms of where you fire from, but now it is a reality. This really doesn't help when it comes to durability as that means you really have to show your face at all times when you shoot... but you're not an Atlas. However, you still have medium-level speed with "slightly better than heavy" quality armor. I mean, I guess you can say that for the Pretty Baby but that has a complete mess of hardpoints (I haven't seen many since the quirkening anyways).
Ultimately, you'd probably have to play it like a Stormcrow (which is obviously a solid mech), but treat it like an Atlas when you want to get into positions for a firefight.
In honor of the Wubshee (an amusing take on pulse lasers on a 95 ton mech), I present, the "Wubgoyle".
If I were to tell you that "6 Medium Pulse Lasers" is all you need, well, you can fit that in a Gargoyle and manage to do a better job than a Stormcrow... especially on the Gargoyle-A (full arm articulation). Sometimes, that is all you need. Instead of trying to snipe with it (it's not exactly a great idea given the large CT hitbox), just aim to brawl everything that gets in your way. The Gargoyle does't exactly draw the same kind of attention than the greater threats (like the Timberwolf), and with that speed you can certainly keep up with the pack. It can tank for a bit, but you're better off trying to hit and run if you aren't ready to engage.
If you plan on going the energy+ballistic route, you'll probably end up using at least 4 medium lasers to go with a ballistic on the arm. This is best utilized with the Gargoyle-D as you can distribute the weapons more evenly.
This is something to think about, but the 6 DHS 400XL engine is really nifty in that you'll very unlikely lose one of those in combat. Even while you may use a side torso, the CT will mitigate the loss of DHS effectiveness, so trying to keep uptime is important.
There's not many more roles that it can do... so I'll continue onto the a future major point... more omnipds...
3)
I know that there's a certain level of demand for more omnipods, but there are only a few that will matter... and yet it will be still irrelevant in the end. Let's go through ones that were researched the ones that exist in the data (not implemented, but could be in the near future).
Gargoyle-B Left Arm (2M)
Gargoyle-B Right Arm (1B)
Gargoyle-C Left Arm (1B)
Gargoyle-C Right Arm (6E)
The Gargoyle-B Left Arm allows for missiles to be relevant. It is difficult to put together a decent LRM or even limited SRM build w/o trying to combine it with some energy CT AND try to fit in a ballistic within that. Even then, it would look like a bad medium build (Nova would come to mind).
The 1B hardpoint from the Gargoyle-B Right Arm and Gargoyle-C Left Arm are likely to be ripe for extra quirks and would be superior to the Gargoyle-Prime's arms for that purpose alone. Oh well... I'm not sure how meaningful they would be.
The Gargoyle-C Right Arm is an enigma, but also a curse of the Nova-Prime. While this can extend the # of energy hardpoints to like 12 (2 from Gargoyle-D CT, 4 from Gargoyle-A LA), this is not exactly a blessing. Then again, I guess you could use it as the dominant arm and flip the shield side. Perhaps someone might use it, but it would have a niche role more than the Gargoyle-A's Left Arm happens to be...
Well, that's all there is... but I might as well put down a few suggestions to improve the Gargoyle using omnipods as an "easy for PGI to read and copy" kind of guide.
CT:
Gargoyle-Prime - add +5% turn speed
Gargoyle-A - add +10% turn speed
Gargoyle-D - no bonus
Turn speed would help for agility and limiting it to the CT would be OK (legs would get more complicated unlike the Kitfox-S).
All Side Torsos minus the Gargoyle-Prime LT: Add +10% torso twist
Gargoyle-Prime Left Torso: +5% torso twist
That should improve torso twisting, while not entirely cripple AMS torso (it's just a "bad non-bonus" at the moment).
LA:
Gargoyle-Prime - adjust left arm armor bonus to +20% (up from +10%), add ballistic cooldown -7.5%, add missile cooldown -10%
Gargoyle-A - add energy heat generation bonus -5%, add left arm armor bonus +10%
Gargoyle-D - add energy heat generation bonus -7.5%, adjust left arm armor bonus to +20% (up from +10%)
Despite having more DHS than a Stormcrow, it doesn't really have quite the uptime that it should. Also, the base arm bonuses are pretty weak (they amount to +5.2 armor which is like, "lol ok"). This should help within reason since the mech is arm dependent.
RA:
Gargoyle-Prime - adjust right arm armor bonus to +20% (up from 10%), add ballistic cooldown -7.5%, add missile cooldown -10%
Gargoyle-A - add energy heat generation bonus -7.5%, adjust right arm armor bonus to +20% (up from +10%)
Gargoyle-D - add energy heat generation bonus -7.5%, adjust right arm armor bonus to +20% (up from +10%)
Nothing exciting here, but cooldowns for the Gargoyle-Prime's arms would be useful on the whole.
For the omnipods that were found out... there are my suggestions...
Gargoyle-B RA - ballistic cooldown -7.5%, ballistic velocity +10%, right arm armor bonus +15%
Gargoyle-C LA - ballistic cooldown -7.5%, ballistic velocity +10%, left arm armor bonus +15%
Gargoyle-B LA - missile cooldown -5%
Gargoyle-C RA - -5% energy heat generation bonus
In any case... remember the Wubgoyle!
As an aside, the "proper" normalization of the pulse laser has helped with building mechs around them. Without it, the Wubgoyle would not exist. Let us hope that the pulse laser doesn't go back to the dark ages...