IMHO, the stock Prime build is a Victim of Circumstance, like Curly here,
One aspect is the Heat System.
For example, if we had dissipation properly doubled than 14 DHS would be able to hand the heat generated from the Summoner firing all three of its weapons (before factoring cooldown quirks and Fast Fire). So 0.4 from 14 DHS is 5.60 heat a second, where it currently generates 5.66 heat a second (before looking at quirks and Fast Fire). Current Dissipation from DHS is 2.94 when Elited.
And it would only spike 22 heat at a time at current values, so setting a lower Heat cap would not interfere with this build, if DHS dissipation would be improved and Heat Capacity lowered.
An alternative would then be to lower ERPC Heat Generation, through the use of quirks to allow HPS to better fit with current dissipation.
If the mech retains the combined 10% cooldown boost, than the Prime could make use of a combined 30% Heat reduction quirk to better work with current dissipation rates (and this can be done 20% ERPPC / 10% Energy and so on).
That percent value would bring that 15 heat down to 10.50 Heat and about 2.94 HPS, almost making the mech Heat neutral if it is only firing its ERPPC on a cold or heat neutral map (and without Fast Fire taken into consideration). If it would fire all three weapons than it's still gonna generate 17.5 Heat, 4.85 HPS if firing all three weapons continuously.
And if possible I'd allow this heat quirk to only apply to a single ERPPC, regardless of how many more might get added with a custom build, swapping in more energy hardpoints.
The second aspect is doubled armor and structure leaves it needing more ammo to deal damage with ammo dependent weapons.
For this, doubling values from the P&P values would boost it up.
I would rather not use quirks for this so raising LRM ammo to 240 missiles (from the current 180) and ballistic ammo to 20 (from the current 15), is what I'd consider first (and it would be a benefit for both IS and Clan mechs).
The third aspect is current Jump Jet implementation. I have some ideas on what I'd like to see, but at least allowing a longer burn duration for JJs, could be a decent help here.
The last problem is being able to dynamically raise armor values basically up to the weight class limits for all mechs. If we could have seen some dynamic limits below this max value than the Summoner at 364 wouldn't be so bad and could have seen minor boost to help out with it's MWO hit boxes.
So it could see more armor and structure quirkening to toughen it up a bit more.
Edited by Praetor Knight, 23 May 2015 - 12:05 PM.