With 16 rounds for the HGR and 24 for the GR, standard large lasers and 10 DHS, the design can just keep coming at you, firing without worrying about heat or ammo count really. CASE and a LFE lets it survive hits to the HGR and GR, but there are ALOT of of places that can explode when hit. The large lasers tucked away in the RT are likely to survive for a while, unless you get really unlucky with an exploding GR.
Its a pretty brutal design, and when you're using large lasers as your "Crit-seekers" you know you're looking at tearing away lots of armor from your opponent's 'Mechs.
I think if you're used to Highlanders, you're going to miss the utility of the jump jets though. It plays perfectly fine without them, but I think if you're used to Jump Jets there are always going to be times where you're thinking "If only..."
And wow. 16 variants of the Highlander now, according to the MUL.