The artillery rules don’t make logical sense in terms of matching something in reality or regular BattleTech, but they do serve a purpose. Alpha Strike lost pulse lasers and targetting computers, which used to be the most popular counters to little speed demons. Since those all got rolled up into a damage number, the rules needed something the help offset TMM instead. Artillery (or Low-skill pilots) ended up filling that role.
Now, if your artillery is off the map, or otherwise far enough away that there is a flight time involved, it’s much less awesome at countering fast units. If you have to guess where they will be a turn or two ahead of time, it’s real hard to land a hit. When you have artillery on the map and close enough that the rounds land instantly, that is when they become deadly to fast units. Then, thanks to being able to shoot after everyone has moved, you can do the ‘shoot at the ground near their feet’ thing. It’s still not a lay-down, as my artillery proved by tossing most of its shells off the board, but easier than hitting a TMM 4 unit at long range. Still, this trick only works if your artillery is on the board where the enemy has a chance to blast it into tiny bits before it does too much damage...which, if I recall, you did precisely one turn after I pulled that stunt on your Gunsmith!
I admit it isn’t perfect, but there isn’t much in the base game that can help tone down the power of a +4 on every to-hit role. C3 can kinda help, and skill 1 or 2 pilots also work, but that is about it. I’d be open to seeing artillery be a bit less precise on moving targets, but there has to be something speed demons are afraid of.