That does not really work for the Clans unless you want to load up on UAC 2's or artillery (which is actually not a terrible idea with that much pod space). Brawlers are uncommon among the Clans because most of their tech advantage over the IS goes into increasing long range performance so most of those heavily armored line fighters you described are going to want to fight from the same range as the Hel, especially against IS tech. Trading a ton of pod space for more armor across the torso would have helped, but this is really a fundamental problem with the pocket assault concept so the only way to truly fix without adding another 20 tons to the frame is special armor (preferably FL) and maybe some other tricks like reinforced IS to make it more durable.
I definitely agree that pocket assaults are difficult to pull off, especially with 60 ton and 65 ton chassis. It really would be more reasonable to use 4/6/x 80 ton machines. Not as expensive as a high end 100 tonner, but capable of carrying the extra tonnage and not missing the loss of movement overly much. However, the increasing use of ATM launchers, HAG systems, and heavy lasers show a Clan military that is willing to close the range gap with its opponents and hammer them with more potent CQC weaponry. We have designs built for that that share the same TRO as the Hel.
Thor II B only gets more dangerous the closer it gets thanks to the ATM launchers, while retaining the option of staying at range while it whittles down a target with the LRM racks. Warwolf C and H are certainly at their best when they get close to the enemy to make use of their ATMs/Pulse Lasers and Heavy Large Lasers, respectively. Outside of the TRO we have the Vulture Mk. IV Prime, C, and D; there is also Mad Cat Mk. IV A and B. All of these are better at getting in close to an enemy and exploiting their greater damage potential at shorter ranges than similar Inner Sphere designs.There are also older designs, like Nova Prime, Stormcrow B, and Man O' War C that are all about mixing it up at close range, though they are probably rare in this era.
Oddly enough the Vulture III, a design that I really expected to fight more like the Hel, has a pair of variants designed to get close to the enemy and hammer them with short-range missiles. With something so close in weight that it only reinforces the need for having the Hel operate as differently as possible to provide a product that doesn't feel like it is set on repeat. Hardly an in-universe explanation, I know, but I think it is worth keeping in mind.
When I look at the Hel, I see a machine that is built to fill a support role in the Jade Falcon Touman. The Falcon's aggressive combat style means that more of their warriors are willing to mix it up with the enemy and they need somebody to hang back and support them. Why not use a machine that is carrying twin gauss rifles and ER large lasers? (Very Rifleman like, come to think of it...) Or a Long Tom? It certainly beats out the Gyrfalcon, though the Shrike is hard to argue with as being the better option. Talk about a nasty ride!
Then again, maybe I just like the machine too much. It is quite possible that I am over-defending it. :D