I meant to check in on this thread earlier, but I quite honestly forgot which sub-forum it was in! Found it now though, so I'll elaborate. I think the lasers on the Axman's arm are fine because I have little to no intention of using the hatchet. Since I almost never end up using the Hatchet, I don't consider it a weakness to have to choose between it and the lasers. I think the Hatchet is dead weight, so it doesn't matter to me that it is mounted in the same arm with some other weapons. Plus, you don't even need to worry about making a choice unless you get up next to someone, which isn't a guarantee every turn by any means. It does matter to me that it is mounted at all instead of other, more useful equipment. Or rather, it matters that the Hatchet isn't more useful so that it feels like there is a genuine choice to be made.
Moving on, the two big reasons Kicks are, in my mind, far superior are the to-hit mod and the chance to force a PSR. Yeah, the to-hit mod is only one better than the Hatchet, but this is a 2D6 game...there are only 11 possible rolls, and improving your odds by one number is kind of a big deal. Also, the chance to hand out a PSR if I land the kick is always nice. The Hatchet, even if you hit the legs, doesn't force a PSR. While it doesn't have a chance of making ME roll a PSR either, I'm not usually very afraid of missing a kick. The way I see it, since kicks are tied to piloting skill anyway, if I have decent odds of landing a kick, I've also got decent odds of passing a PSR if I happen to miss the kick. All I have to do is choose not to kick if I've got bad odds. This does mean that I would try a hatchet swing on odds I would not with a kick, but if the odds on a kick are bad, the odds on a hatchet swing are likely going to be worse so that isn't a huge plus in my mind.
So, a hatchet is good for taking low-probability shots that aren't worth the risk of a kick. Of course, if the odds are bad, I'm probably better off firing the three medium lasers in that arm so I get three chances to land at least SOME damage instead of one all-or-nothing roll.
Last, I don't find the front-three-hex arc or the limited targeting for kicks to be much of a problem. While it's true a hatchet attack can reach more adjacent hexes, I don't find it matters all that much in practice. I rarely, if ever, back up to an enemy on purpose. If I have any say in the matter, I've usually got my front or side to them. Usually, if someone is in my back three hexes, it's because they were able to move their unit after I moved mine, so they control the positioning. Since they control the positioning, they can almost always opt to stay one hex away, denying me ANY physical attack opportunities if they want. That is true for any mech, not just the Axman. So, while it is technically possible, other players don't often give me the luxury of potentially taking a swing at them when they are in my rear arc. It happens, but usually when they have a good chance of hurting my mech bad enough that it is worth a trade. As for kicks only being able to hit the leg locations...isn't that a GOOD thing? Heck, most everywhere else in this game, if you want to restrict the number of locations you might hit, it comes with a stiff to-hit penalty. The hatchet even takes a big penalty if it wants to roll on the punch or kick table. The kick gets to target a mech's legs for free. That is a feature, not a bug, in my opinion.