That's pretty much for all autocannons, though, and I think the idea here is to specifically fix the smaller ones.
Well the Tac Ops rules do give a considerably greater risk to firing the large calibers. If I was in a BJ-1 or JM6-S I'd be firing at the AC/2's at double fire until they break, and the 5's on the
the
Jagermech if the hit numbers look good. In a HBK-4G
Hunchback? Oh heck no, unless I was about to loose the 'Mech anyways. The possibility of loosing the AC/20, the right torso, the right arm, and one of the medium lasers, on a bad roll isn't worth it.
Not saying the Tac Ops rules are perfect, but they are at least something a lot of players can agree on being usable.
Probably the biggest thing that bugs me is actually that the AC-2 and AC-5 have a minimum range. I just can't wrap my head around why they would have one.
Well I believe the intent was that they were meant for deep range, and not an all-purpose weapon gameplay wise, regardless of their other issues. If you mean fluff, well it's one more on
the list that it's better to suspend your disbelief than worry about the realism (ie. combat ranges in game, almost any ranged weapon outside of artillery having a noticable minimum range, etc.).
As for AC house rules, one that we used to use before Tac Ops came out was to reduce all standard AC's by one heat point per shot (i.e. 2's and 5's had no heat gain). It's not much, but most AC heavy canon designs were able to move and fire their entire load, or at least not fry from it so quickly.