I'd disagree. #P
A pair of HRRs make for decent anti-infantry firepower using Inner Sphere tech - a squad could kill an average of 42 PBIs per turn if both HRRs hit, before even considering the HGLs - and they aren't too shabby if you have to deal with armored targets. You also technically have a range advantage over many infantry platoons, although that one hex advantage and the slow speed make that hard to actually exploit. More importantly, the twin weapons returns to the theme set by the standard Kopis, as opposed to the mismatched set we get with the original Anti-Infantry variant. The HGLs also keep somewhat to the cosmetic theme, mimicking the APWMs. Some might have prefered some type of MG instead (I liked the idea of HMGs), but GLs don't get used much so their inclusion matches the 3145 theme of trying to encourage little used weaponry.
The refit version doesn't lose much by going for MRRs instead of HRRs. The extra reach can be hard to use anyway, as noted above, although the better range brackets will sometimes be the difference between a hit or not. The Reactive armor could be much more telling than the range/accuracy issues, although it's highly dependant upon the enemy and what they bring to the fight.
Given that we were trying to avoid flamers, and without Clantech, I think both variants do well.