The real game-breaker with cLPLs is that they can be linked to a TC for 7.25 tons per laser overall, giving you a permanent -3 to hit. Which is stupid accurate, and with a range of 15 hexes, you can take 2 and 1 DHS, can run every turn and fire both lasers and still break even on heat. Which is ridiculous. The high damage is also pretty hard to ignore.
In fact, with 5 minutes on QuickMech, I can have a 60 ton clan mech moving 6/9/6 with 2 LPLs and a targeting computer. With 22 heat dissipation, it can run and fire both lasers every turn, and even if it jumps it can still fire 1 LPL. It also carries maxed out armour and an ECM suite, because they're always handy. It'll run you just under 15M C-bills and has a BV of ~2300, but it's a pretty scary thing to face.
You can swap out the ECM and a ton of armour for another 2 heat sinks, at which point you can jump every turn and still fire both lasers, making into an absolute nightmate for your opponents to hit, especially at long range, whilst it returns some fairly accurate fire. It also drops another million C-bills and ~1000BV, making it even worse better, as it allows you to take a few savannah masters to disract your opponents.
Of course, the partial wing is much less effective in thin atmospheres or a vacuum, so whilst these aren't the standard battle conditions, a mech relying on a partial wing for either mobility or heat dissipation might find itself impaired should it be forced into such an engagement.
To be honest, I see partial wings as a niche for light/low-end medium mechs, mostly due to them gaining the greatest benefit from them. They're just not really worth sticking on an assault, especially since the space that they take up could be used putting in more heat sinks and weapons, which is really what an assault should be. Trying to make a fast-moving assault means you end up sacrificing too much weight to that, and so you end up with an under-armoured or under-armed (Charger anyone?) mech.