Seems like you do have a good selection of mechs for CW and all that. I will suggest though to finish mastering all mechs and whatnot though, since I see a Cataphract partly mastered (unless you just sold the other mechs), Raven, and Treb. This is the best reference for which mechs are best and those that are less good:
http://metamechs.com/ (Though even if it's lowly rated you can make it work if you know how).
Now, CW. Remember that IS factions (I assume you know the lore, FRR and factions marked with "House") can pilot IS mechs only. Clan factions (marked with "Clan") can pilot Clan mechs only. I will suggest therefore to sign up a contract (your choice from lore/past units, etc) for an IS faction of your choice, since that benefits the best on your part due to your mech stable. Also remember drop decks require separate modules per mech (your choice on this), and each 4 (must be 4) mechs must at least be 160 tons max (i.e. 4 Cicadas) and at max be 240 tons (i.e. 4 Dragons/Quickdraws).
Just from those mechs though (Remember quirks are WIP but they did buff certain mech chassis to many leagues ahead of before, so for example a RVN-2X does marvelous with dual or 3 LPL, look em up at smurfy:
http://mwo.smurfy-net.de/mechlab), I will say that:
Oh, before I do that, you do have CN9-AH (I think you do if you had spent a bit of MC, and yes it did come back), AS7-S (beastly zombie version of the DDC with CT points and 4 missile ports), and the lovely lovely King Crab that at this point overlapped the role of the Atlas in most cases (I believe it is the variant with 6 ballistics). But others may argue that the KGC didn't take Atlas's role (it's my opinion).
Jenners I have only trial experience. Thus far I am struggling on em but I think I will get the hang of em. I think they are competitive when you know what to do though.
Ravens I enjoy (and remember, the Raven 2X, 4X, and Huginn (hero mech Raven after you left) got lovely quirks, so they are better now).
Centurions are quite neat now, before mostly the CN9-A was well worked, but now YLW/AH/D are beastly. D is especially strong late game due to it's high DPS for cored targets with the LBX.
Hunchbacks are lots stronger too, all 3 of those variants are extremely strong, and others got huge buffs (4J has a neat LRM quirk, 4H has a partially neat AC10 quirk, Grid Iron I just never enjoyed at this point from testing it via test servers).
Treb 7M is now the hardest hitting LRM striker hands down (and 4J to some extent), since now it's quirks allow practically twice the firing speed. Others also got nicely buffed.
The Catapults have been awesome to drive recently due to their quirks. Especially the K2 (it's PPC quirks are almost as good as the 9S in my opinion), they have been buffed quite nicely.
The Cataphracts also have been buffed (except 3D got sadly left alone and given not a quirk). I've heard that (esp SRMs got fixed btw) the 2X is very brawly.
Now the Atlases. I've enjoyed the S and DDC a ton, but at this point they are tougher to drive (I guess D, BH, and RS aren't terrible, but I just can't find the niche for em sadly, though I did before). They did get buffed, but unlike other mechs I don't quite feel that they are the same level anymore compared to the King Crab. And Stalker took a lot of roles that the Atlas could (i.e. tanking, sniping, brawling, etc) It's you to decide of course.
Basically I think I have said everything, Rouge Jedi beat me to a lot, I couldn't participate in Closed Beta or even Open Beta for the most part, so I doubt you will recognize me, but hopefully this advice helps. As Rouge has said, Kon, Shar, and Redshift are awesome. Remember you decide what is great and what is not. I only am describing what I am feeling, but you might enjoy a certain chassis while I don't. Try em out once again to get the feel, and try out CW when you decide a faction.