SRM6 shorts you 10 rounds on the SRM ammo bin, 6*15=90 vs 2*50 or 4*25, and I seem to remember one of those long rambling threads about efficiency per weight/crit/heat made it worse than the SRM4 . . . not LRM15 bad, but still not good.
I'll grant that the SRM6 does short a bit on ammo, but 90 SRMs is still 180 potential damage per ton of ammo which is still obscene for ammo weapons (Regular ACs are 100/ton, LRMs and Gauss are 120/ton). The 6-pack is actually the best per unit heat (1.5 missiles/heat, vs 1 missile/heat for the 2-pack and 1.333 missile/heat for the 4-pack), each has the same # tubes per unit weight, and the 6-pack is middling in # tubes/crit (3 tubes/crit, vs 4 for the 4-pack and 2 for the 2-pack). In terms of average cluster hit accuracy, SRM-6 is middling at ~66.7% (SRM-4 66.0%, SRM-2 an impressive 70.8%). That and big packs have an advantage over small packs when it comes to Art IV (not that I'd ever recommend SRM packs + Art IV). Also, Smoke SRMs are more potent from a 6-pack than the smaller packs due to the peculiarities of how they work. So even with the missing SRM rounds, the SRM-6 is very competitive with the smaller launchers.
You also chopped a important part of Scotty's statement, its actual BV. Opinions come down to how you feel about rolling a 2 on any Ultra . . . some folks do not want to push their luck and resent the greater mass, others have no problem going for that double-tap.
I chopped off the BV part because if I take that into account it gets worse, not better. Last time I checked, the Ultra ACs had their BV calculated as though they're rapid firing at all times,
but the BV also doesn't take into account the jamming chance. So you either use your UAC/5 as if it was a slightly longer ranged AC/5, and your gun's BV is over-valued since you're not taking advantage of the rapid-fire mode, or you're rapid firing consistently, and your gun's BV is over-valued since the gun's BV doesn't account for the nontrivial possibility that the gun simply jams into uselessness for the rest of the scenario.
1.3k BV is not a small amount to pay for a 'Mech whose only long-range weapon is the UAC/5 and only has a rather mediocre short-range backup suite.
Unfortunately, I can't force your group to respect the efficiency of the UAC/5. It absolutely suffers from not 'looking' good on paper without considering the second or third order effects of its stats.
It's the other way around. The UAC/5 looked good on paper until we started using it.
It's an AC/5, except it has slightly improved range brackets and the ability to fire twice in one turn. What's not to like? Well, once we actually began to use it, it was not all that seemed to be promised. The ones who liked the flexibility of the AC's ammo types like Flak and Flechettes (and especially Precision, but that's post-clan invasion IIRC) really started to miss the flexibility. More often than not, rapid-fire mode only seemed to accomplish eating up ammo real quick and spiking heat production. (Mostly relevant to the big -10 and -20 ACs though). It seemed to jam at the most inopportune times, leaving hundreds of BVs of dead weight on the unfortunate unit, which was especially painful when running fights back-to-back. Our group transitioned from the UAC craze to LB-X for their first choice in ACs for normal play
I'm not sure what you mean by "efficient". It's not efficient per unit of tonnage. It's not all that efficient per BV either: the lack of accounting for jam chance really hurts it. The effectiveness per C-Bill is not there either: the ER LL costs just as much but deals more damage on average except at range 20 (its arbitrary cutoff at 19 is one of my bugbears), and doesn't have to worry about ongoing logistical costs from consuming ammunition (not to mention no explodey bits).
Sorry, that "efficiency" discussion is a tad off track. I'm a mathematically-inclined engineer-in-training, gotta have all the requirements well-defined and all that. Yes, I'm fun at parties.
Replacing the UAC/5 with basically any kind of energy weapon on the Wolverine II cranks the BV of the machine up by at least a hundred points.
PPC, MPL, 2x DHS -> 1449
Plasma Rifle, 2x DHS, 2 tons ammo, 1 ton ??? -> 1516
Snub-nose PPC, MPL, 2x DHS, 1 ton ??? -> 1430
Heavy PPC, 1x DHS -> 1613
LRM-15 w/Artemis, 2 tons ammo, ML -> 1483
Every single one of them is 130+ extra BV, for marginal improvement in performance (and typically a massive hit in heat efficiency).
The one I did was a UAC+Ammo+Right Side CASE replacement for 1 ERLL, 3x DHS (1 in engine) -> 1342 BV.
About a 40 point BV hike, or roughly 3% BV increase. In exchange for 40 BV and a single hex at long range, you get an average of 3 points of damage vs a non-rapid firing UAC5, 1 point of damage vs a rapid-firing UAC/5, better short and medium range brackets, no explodey ammo bits on the right side, a slightly cheaper combat platform (C-Bills), and no jamming concerns. Oh, and the extra DHS keeps the the 'Mech "Alpha-strike while Jump-Jet Disco Dancing" levels of cool (by either definition). That would be a worthy Wolverine successor, IMO. Albeit more along the style of the LL Wolverines like the 6M, but still.
Oh, and that change is actually underweight. While there's nothing wrong with that legality-wise, you could further change the design for either tactical effectiveness (armor or something) or for strategic considerations (regular structure/armor, so you don't have to depend on orbital endo-steel factories).