The Huron Warrior is a bit of an "old-school" design really. That is, it is like TRO 3025/3039 'Mechs. It is fast and heavily armed at the same time (unlike introtech designs usually) but the heat management really makes comparable to introtech machines.
And it requires daring to work well, i think. It requires willingness to work with heat-induced penalties.
Walking and firing both long range weapons has net heat of +3. You can do this twice before gunnery penalty, thrice if you are fine with +1 to hit penalty. At that point, you skip over the ERLL and get rid of the waste heat; it actually works out perfectly, since you'll have +9 heat, and walking using the Gauss generates only 2 heat, allowing one to sink the extra generated by the ERLL over time.
Firing 23 damage up to 19 hexes for three turns is nothing to laugh at (coming from a 50-tonner) in a low-tech game (defined as mix of introductory and Star League-level tech). In practice, only introductory level medium designs capable of that are missile-armed ones and they're not reliable (for example the Trebuchet averages 18 damage only, and has poor endurance).
The early Huron Warrior is a fine 'Mech for those who are comfortable with hot running 'Mechs. Others will want to look for something else, certainly.
And it is not as bad case as some, like the 3050 Panther 10K. The Huron Warrior is workable despite poor cooling, the Panther is far more questionable since it has worse armor, low speed and lack of secondary long-range weapon. (That said, even the Panther 10K works, but is depended on environment where it can jump away from enemy LOS for cooling.)