This is all well and good, but the fact that the AC/2, AC/10, and AC/20 have existed independently of the AC/5 for over 20 years and it hasn't once been re-evaluated doesn't excuse it. It was the only other big gun a long time ago, in a galaxy far, far, away, but now it just sucks compared to anything else you can mount.
It's not the most efficient weapon out there, but let's compare it to the other alternatives for ‘mechs of the era (I’ll deal with vees below):
The AC/5 weighs 8 tons and takes up 4 crits for 5 damage and 1 heat with a range of 18. One ton of ammo has 20 shots, adding 1 ton and 1 crit to the equation. I don't add it directly to the weight of the AC/5 since multiple AC/5s can draw from the same bin (let’s keep an absolute minimum of 10 shots per gun in this discussion).
The PPC weighs 7 tons and takes up 3 crits for 10 damage and 10 heat with a range of 18. In a SHS unit, this is much more of a strain than the AC/5. Adding one SHS puts the tonnage and crits at the same point as the AC/5 and a second SHS matches the weight and crits of the AC/5 with a ton of ammo. Sure, it does an extra 5 points of damage, but if it is running, it can’t fire anything else and remain heat neutral, while the running AC/5 still has a heat credit of 7.
So what? You may ask; let’s add a second AC/5 to the AC ‘mech; we don’t have to add more ammo (still have 10 shots per gun); 17 tons and 9 crits (including ammo). Same 10 SHS while running give us a 6 point heat credit. We can run and fire two medium lasers and still remain heat neutral.
Now a second PPC; 14 tons and 6 crits (bargain!)… but without extra SHS we have a 10-point heat deficit just standing still! To compare with the AC/5 ‘mech, we run and fire two MLs; to remain heat neutral, we need to add 18 SHS, so the twin PPCs effectively take up 32 tons and 24 crits (not quite a bargain for the extra damage).
So how about the Large Laser? 5 tons, 2 crits, 8 damage, 8 heat, but a maximum range of 15. The ‘mech with a single LL can run and fire while remaining heat neutral. A second LL ups the equation to 10 tons and 4 crits, but heat goes up to 16; in order to remain heat neutral running while firing twin MLs (heat 24), we need to add 14 SHS, for a total of 24 tons and 18 crits. That’s 7 tons and 9 crits more for 6 extra points at a shorter range.
Or the AC/10, which is consistently cited in these discussions; 12 tons, 7 crits, 10 damage, 3 heat at the same range as the LL. Adding a ton of ammo (12 shots) ups the equation to 13 tons and 8 crits. For the single-AC/10 ‘mech to run and fire 2 MLs while remaining heat neutral we need to add 1 SHS, for a total equation of 14 tons and 9 crits. Compare to a 1xPPC + 2xML heat-neutral running alpha of 15 tons and 11 crits; 3 tons and two crits buys 3 extra hexes of range. If we add a second AC/10 to that running alpha, we are talking about 2x12 tons = 24 tons plus 2 tons of ammo (10 minimum, remember? We need to add a second ton to cover the difference) is 26 tons and 16 crits plus 4 SHS, for a total of 30 tons and 20 crits.
AC/2’s have a completely different purpose than these 4 “big guns” and the AC/20 fits a completely different role. Neither is comparable to the AC/5, AC/10, LL or PPC in role.
So there you have it; all else being equal (heat neutral SHS ‘mech doing a running alpha along with 1 or 2 primaries and a pair of MLs), we can compare these weapons objectively.
In damage; PPC and AC/10 are equals (10/20), followed by the LL (8/16) and then the AC/5 (5/10)
In range; PPC and AC/5 both have the same 6/12/18 band with 3-hex minimum range, while the AC/10 and LL both have 5/10/15 range bands and no minimum range.
Aw, heck; let’s put it in a table:
Heat-neutral running alpha with 2xML (10 shots/gun min.):
Table A; Tonnage/Range:
Dmg. Tons Crit Heat Range
1xAC/5 5 9 5 9 3/6/12/18
2xAC/5 10 17 9 10 3/6/12/18
1xPPC 10 15 11 18 3/6/12/18
2xPPC 20 32 24 28 3/6/12/18
1xLL 8 5 2 10 0/5/10/15
1xAC/10 10 14 9 11 0/5/10/15
2xLL 16 24 18 24 0/5/10/15
2xAC/10 20 30 20 14 0/5/10/15
Table B; Damage/Range
Dmg. Tons Crit Heat Range
2xPPC 20 32 24 28 3/6/12/18
1xPPC 10 15 11 18 3/6/12/18
2xAC/5 10 17 9 10 3/6/12/18
1xAC/5 5 9 5 9 3/6/12/18
2xAC/10 20 30 20 14 0/5/10/15
2xLL 16 24 18 24 0/5/10/15
1xAC/10 10 14 9 11 0/5/10/15
1xLL 8 5 2 10 0/5/10/15
Table C; Damage/Range/Tonnage
Dmg. Tons Crit Heat Range
2xPPC 20 32 24 28 3/6/12/18
2xAC/10 20 30 20 14 0/5/10/15
2xLL 16 24 18 24 0/5/10/15
1xPPC 10 15 11 18 3/6/12/18
2xAC/5 10 17 9 10 3/6/12/18
1xAC/10 10 14 9 11 0/5/10/15
1xAC/5 5 9 5 9 3/6/12/18
1xLL 8 5 2 10 0/5/10/15
Table D; Damage/Tonnage
Dmg. Tons Crit Heat Range
2xAC/10 20 30 20 14 0/5/10/15
2xPPC 20 32 24 28 3/6/12/18
2xLL 16 24 18 24 0/5/10/15
1xAC/10 10 14 9 11 0/5/10/15
1xPPC 10 15 11 18 3/6/12/18
2xAC/5 10 17 9 10 3/6/12/18
1xLL 8 5 2 10 0/5/10/15
1xAC/5 5 9 5 9 3/6/12/18
Table E; Heat
Dmg. Tons Crit Heat Range
1xAC/5 5 9 5 9 3/6/12/18
2xAC/5 10 17 9 10 3/6/12/18
1xLL 8 5 2 10 0/5/10/15
1xAC/10 10 14 9 11 0/5/10/15
2xAC/10 20 30 20 14 0/5/10/15
1xPPC 10 15 11 18 3/6/12/18
2xLL 16 24 18 24 0/5/10/15
2xPPC 20 32 24 28 3/6/12/18
Yes, I know; it does not take into account ammo explosions (Which are an issue with any AC, missiles or MG in the non-CASE eras) nor does it take into account multiple to hit rolls due to multiple guns.
The main thing that can be seen from these tables is that if looked at in isolation, based solely on damage v. tonnage, the AC/5 is not terribly efficient (Table D), but when looked at in other contexts and as part of a larger system, it is certainly competitive with the other systems discussed.
Edit: corrected math errors in AC/10