One thing to consider for the kiting scenario, the WLF can use its full movement. Running away from the HER is possible because it's got that gun in the right arm; torso twist to bring the laser into arc and it can indeed blast away. Range 10 will be the sweet spot, medium range on the LL and not being in ML range for the HER is its best bet.
THAT SAID
Gunner skill 4, +2 for running, +2 for medium range, +3 for likely target movement, you see the problem. Granted, I'd rather have 11+ instead of out of range, but if the WLF wants to hit anything with that LL it's going to need to stand to and cede a lot of movement to the HER. Granted it can run away and blast with the LL for no heat buildup, but the point stands - and it's equal for the HER as well; the only good option is the short-range range bracket - and that's still 4 +2 (likely) for running, +3 for the WLF movement; that means the thing's got to get to range 3 to really count.
The WLF does get one more advantage that might pay off better, it's shooting at likely 9s with the LL once the HER gets to range 5, with an 11+ for incoming fire, and it gets the same thing at range 4 as well before everything comes to short range.
Idly, people say ranges are short because of playability, but I'd argue they're TOO short with the amount of modifiers and skill base we get...when you can barely hit things outside your movement distance, yeah.