
Anyway, on a 1vs1 situation I think the quirkless Gyr wouldn't be able to stand the Knight's repeated 58 points of IS laser barf damage so it will probably lose. The Knight is also more durable, faster, and has a great combo of quirks. But on the other hand, the Gyr once again shows the flexibility of Clan's Omni system which permits it to carry a variety of loadouts. Dual Gauss plus Clan lasers is pretty devastating from range and who doesn't love dakka? Speaking of Clan dakka, I'm glad that people find them useful now.
So in conclusion, I think the Gyr would be more fun to pilot due to its flexibility especially for people like me who spends the majority of time in Quick Play. Although it's a bit slow for a Heavy nowadays, it can jump and carry a big amount of weaponry. The Knight looks to be stronger at medium range (mainly due to its quirks) so it's good for Spheroids. The "power draw" system will probably shift the balance though. We will see when it comes if it comes.