The Sandblaster concept doesn't seem to require LAMs. Here's a simple mech version.
Sandblaster
Mass: 55 tons
Chassis: Standard Biped
Power Plant: 275 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Standard
Jump Capacity: 150 meters
Armor: Standard
Armament:
13 Small Laser
13 Machine Gun
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3025
Tech Rating/Availability: E/X-F(F*)-X-X
Cost: 4,938,894 C-bills
Type: Sandblaster-5
Technology Base: Inner Sphere (Experimental)
Tonnage: 55
Battle Value: 1,211
Equipment Mass
Internal Structure 5.5
Engine 275 Fusion 15.5
Walking MP: 5
Running MP: 8
Jumping MP: 5
Heat Sink 10 0
Gyro 3
Cockpit 3
Armor Factor 184 11.5
Internal Armor
Structure Value
Head 3 9
Center Torso 18 27
Center Torso (rear) 8
R/L Torso 13 20
R/L Torso (rear) 6
R/L Arm 9 18
R/L Leg 13 26
Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Weapons
and Ammo Location Critical Heat Tonnage
2 Small Laser LL 2 1 1.0
Jump Jet CT 1 - 0.5
Machine Gun CT 1 0 0.5
2 Jump Jet RT 2 - 1.0
6 Machine Gun RT 6 0 3.0
4 Small Laser RT 4 1 2.0
Machine Gun Ammo (200) LA 1 - 1.0
2 Double Heat Sink LA 6 - 2.0
2 Jump Jet LT 2 - 1.0
6 Machine Gun LT 6 0 3.0
4 Small Laser LT 4 1 2.0
2 Small Laser RL 2 1 1.0
Small Laser HD 1 1 0.5
2 Double Heat Sink RA 6 - 2.0
The Sandblaster has a 5/8/5 movement with 13 machine guns and 13 small lasers that do not interfere with punches providing a damage potential of 77. It's heat neutral when walking and firing all weapons. It can overheat by 4 if jumping and firing all weapons.
The general strategy is to use a handheld weapon with an SRM-6 (3 tons), smoke rounds(1 ton), and some armor (1 ton) on approach. The smoke rounds provide 15 rounds which is adequate to approach just about anything slow enough. For example, a 4/6 clan mech can back up at 4, implying it's possible to close at 8-4=4 hexes/turn which takes 7 turns. A 5/8 mech backs up at 5, reducing closing to 3 hexes/turn which takes 9 turns. A 6/9 mech requires 13 turns to close. A 7/11 mech is to fast.
Once the Sandblaster reaches close combat range, it drops the handheld weapon, closes, and fires all weapons, followed by punches.
Questions
Can you hit a target hex at range 8 or 9 with the SRM-6 reliably enough? Probably not, but in a group there's a decent chance of hitting a hex which provides adequate cover for several Sandblasters.
Would a clan force back away from an inner sphere force firing smoke? Maybe not in some situations?
Does this do enough damage to matter? Consider the close-combat firepower of clan mechs:
Damage Armor Move
Dire Wolf: 98 19 3/5
Executioner: 58 16.2 4/6(8 )/4
Warhawk: 59 16.2 4/6
Gargoyle A: 56 13.2 5/8
Timber Wolf: 64 14.4 5/8
Summoner: 44 11.4 5/8/5
Hellbringer: 57 8 5/8
Mad Dog: 54 10.2 5/8
Stormcrow: 46 11.4 6/9
Nova: 70 10 5/8 (using dial-down optimally)
(Note: damage includes a physical attack, typically a kick and is heat neutral when standing still.)
The Dire Wolf is out of reach, but the others look like they are fairly comparable to the Sandblaster? I look at sqrt(damage*armor) as a single figure of merit. The Sandblaster is at 29.8 so Executioner (30.7), Warhawk (30.9), and Timber Wolf (30.4) are only slightly larger.