If I were going to go the IJJ route, the quad LPL proposal (unimaginitive though it may be) has appeal, because on a 3/5/5 mech you generaly have to commit yourself to jumping as often as possible. Its the only way to get around quickly and you still manage to break even on movement mods, plus with 20 tons sunk into it there's a sort of urgancy to get your money's worth. So if you are committed to jumping, then pulse lasers are a good answer. It would make a very frusterating skermisher, since it would be hard to close with, yet very well able to soak up the occasional lucky shot and still able to deal notable damage at range. It compares favorably with something like the Black Python, which also jumps 5, and has two TCed LPLs against four unTCed ones.
That said 1) the Python is a lot cheaper 2) such a Dire Wolf would be one of the only ways to earn even more disaproving looks than the widely disaproved of Python 3) with Python will probably do nearly as much damage, since not only does it have a TC, but it can chouse to walk or run from time to time and actaly still keep its TMMs up and so not be hit by return fire at the same time.
Now, I don't like IJJs. But, as has been said, if you have to do 3/5/5, the Dire Wolf really is actualy technicaly the best mech to do it on. And if you really had to do something like that, I'd probably do a take on the S rather than a skermisher, since you'd mostly be better off with something like the A or Hohiro in the ranged combat role (the Dire Wolf has so much armor and power that its better off standing still and taking the hits and simply dealing so much damage back that its opponent will be cored out before the Wolf has its armor breached, rather than trying to avoid damge with jets). Imagine in tight terrain a Dire Wolf making a five hex jump into your rear arc, where upon it can train its Ultra 20 (I'd use an Ultra over the S's LB just for shock value) on your butt.
If you really had to.