Oddly, I tend to be less in favor of the increase from 3/5 to 4/6 (that is, on the sort of really top assaults where I'd ever really consider 3/5 at all, and not on heavies, where its a choice of 4/6 or 5/8). On those top assaults, I'm not normally moving to TMMs, but just to tweak the range by a hex or two to get from long to medium, or whatever. Yes, sometimes you've got a Berserker or Kodiak that needs the speed to close, but with a Dire Wolf or a Hellstar, I don't really tend to see a huge benefit to 4/6, because my objective is often to spend as much time stationary, giving my massive weapons array optimal accuracy, as I can (and yes, I know the Hellstar has to be 4/6 so it can fit the heat sinks in the engine, but if not for that it would be better to be a 3/5).
On the other end of the scale, you can't afford huge long ranged batteries of guns, so you have to become more specialized, and speed helps employ that specialization the best, so I favor 8/12 over 7/11 by a fair bit (if I can get it with out too much hardship, that is). Shoot, I'm a big fan of the 9/14 Phantom and Incubus, even though they can't hit higher TMMs than a 7/11, because they can get into position better for either attacking or defending.
In the middle, it depends a lot on the mech. The short range focused Stormcrow A and B really benefit from that extra MP vs a similarly armed Stooping Hawk or Septicemia. Of the AC20 carriers, I'll have the Stormcrow over the 80 ton Gargoyle C or even the much more modern Septicemia D (the TC and jets make it so tempting, but I'll have the ground speed and just use it to push a range bracket closer to make up for it). But, for me at least, its harder to pick the Stormcrow Prime or Linebacker Prime over a Stooping Hawk B or C, Septicemia Prime or E, Karhu D, Hellbringer Prime or Timby A in that ranged fighter role, since the TCs and other toys a slower mech can have, for me, are too tasty to pass up.