I don't see any variant of the Sentinel with an AC/2, but the others all do.
STN-1S? Off the top of my head, I couldn't recall any fast mechs with an AC/2 except the Commando and Vulcan, so I just searched through MegaMek.
Thing is the Extreme range rule reduces damage for all weapons. So it isn't specifically nerfing autocannons. I also wasn't referring to a specific weapon's game mechanic but something for a class over all. For example the "Altered Energy Weapon Damage" rule from page 83 in TacOps. Why apply that to just Energy Weapons?
You mentioned Direct/Glancing Blow rules, not Extreme Range, as the rules that should be applied to autocannons. Even paired together, those are a solid damage nerf. Running Direct Blow alone would be a boost, but not much of one except in the sense that crits are easier to come by.
I've never played with Extreme Range rules because actually getting the opportunity to land a shot at extreme range (for any weapon) rarely comes up. Maybe if I had a campaign with some 1 gunnery, weapon spec uber-mechwarrior or what have you, but (almost) all my live table games are skirmishes, usually without objectives, played with IS standard pilots on a fairly strict timetable. Same story with Altered Energy Weapon Damage, although that is more because I didn't see much of a point in it, unless someone really dislikes small lasers?
Sounds like a fun custom. >:D With the Mauler though it's 2 large lasers with only 12 heat sinks that make it a scorcher. The 4 AC/2s only generate 4 heat, 8 double tapping. The Mauler can still run and not run and not max out its heat sinks. It's the lasers that generate all the heat.
As for weight I don't think a unit needs to boat them but energy weapons have limits too because of their high heat. They have to have more heat sinks which ups the weapons weight.
The ER PPC is very close to the AC/2 in range. Both weigh 7 tons, with AC ammo. The AC/2 only generates 1 heat, maybe 2. The ER PPC generates 15 heat. That's another 8-16 tons +/- the weight of a power amplifier. Looking at that I see AC/s as being low heat for their tonnage.
It isn't really a fun custom: you basically just stand in cover (or waddle around) and while 20 damage per turn might sound like a lot, but it isn't when you scatter it over every possible surface of a mech. It might take you three turns to kill something like a Locust at short range. Meanwhile, a Panther is probably out-damaging you in the practical sense of chewing through armor, then critting out important components. That's why I suggested the damage boost. It still wouldn't be good, but it would be less offensive
As for ERPPC vs. AC/2
AC/2 damage per ton (including ammo): 0.28
ER PPC damage per ton (including 5 single heat sinks): 0.83
ER PPC damage per ton (including 15 single heat sinks): 0.47
Boosted AC/2 -> AC/5 damage per ton (including ammo): 0.71
In the first case, you have 2 damage. The second, you have ten damage, heat-neutral due to (single) engine heat sinks. In the third case, your hypothetical mech has no engine sinks (this is not really reasonable, I know) and you bite the bullet for 21 tons. The low-heat aspect of the AC/2 is irrelevant when heat neutral energy weapons out-perform them in a direct damage comparison, thanks to the former's weight. That's why I put the final case up there. That damage per ton is more in line with other long-range weapons and even if it falls short of the ER PPC as commonly fit, it at least beats out an ER PPC with 15 single heat sinks around it.
That's before you get into deeper aspects of more heat sinks on a mech being better: engine-sink only (SHS) mechs have trouble shrugging off a pair of engine hits and keeping up the damage, even with an AC/2. Meanwhile, an Awesome is only moderately inconvenienced. Hot environment that adds to the heat? Hurts mechs with limited external sinks more than those loaded to the gills with them. The threat of infernos? Abundance of heat sinks counter them and cushion the heat burden. And that mass of heat sinks have inherently graceful degradation vs. an ammo bin going up and taking almost half your mech with it or a single LB-X pellet nicking your AC thereby rendering it completely useless.
It would seem to break lowtech mechs and armed industrial mechs. Being able to boat them and not generate any heat? Seems broken to me.
You're not explaining how it is broken and, again, the AC/2 itself weighs 6 tons. You can't boat them on anything but the upper-end of heavies or assaults.
(Just so we're clear, something "broken" would be like a hypothetical SuperGun (SPG) at 40 damage, 15 hexes downrange for 3 heat and 8 tons/4 crits, because it would clearly be wildly out of line with everything else and reduce meaningful weapon choices to "What do I back up my SPG with?" while mech design was solely of measure of how well a mech could get a SPG into position to clap cheeks.)
Jackrabbit?
I'd only ever seen or heard of that mech in MM so I'd assumed it was one of those non-canonical units like the Sidewinder. But I guess it is real.