I feel like I would be most confident fighting the Griffin, but not by much. I'd want to stay glued to his right side as much as possible, because that's where all his guns live. That might let him deliver more punishment over the short term, but the Griffin doesn't really have the heat sinks to keep up with that rate of fire. In raw damage, the shadow hawk can actually keep up pretty good at close (3-4 hexes) range, and if I can get that right torso, the fight's done.
EDIT: I should probably mention that the higher jump range of the Griffin might be an asset for the shadow hawk in such a duel. Their ground speed is identical, so if the Griffin is determined to keep the range up, they'd need to lean on those jump jets, building up heat and giving them a worse target every time. The long range guns also kill the "jump behind him" tactic, since it's not really enough to put some distance between the two of you when you do it, so you're burning heat and stacking minimum range modifiers on jumping modifiers for a vanishingly small chance of hitting the rear armor.
The wolverine is trickier. You can outshoot him at long range, but not by enough for me to really feel comfortable (the difference is such that the dice can steal that advantage at any time). In close, he's simply out-shooting you, but if design quirks are in play, I might actually want to risk it. If you can get physical, he's got that cramped cockpit. Any piloting skill roll he has to make, he's doing with a penalty, and any time you can get him to fall helps.
It's... not much to hang a strategy on. In fact, neither of these are remotely assured wins. Maybe one can do better depending on the terrain, but sight unseen those are my best thoughts.