Netzilla made a blanket statement about all ACs which deserved a rebuttal.
I don't know of an AC-based design that can't be improved by switching it to an energy-based load-out. Now, if energy weapons aren't available due to expense, rarity, etc, then it can probably still be improved by switching to missile weapons as evilauthor has pointed out.
First off by AC-based, I mean that the AC is part of its primary armament, not a backup or secondary weapon. Secondly, I stated that 'I didn't know of...' I don't claim to know of every design that exists. Of the ones you mentioned, the Treb 7K and Devestator I was unfamiliar with and while I've heard of the Turbo Hunchback I don't have the stats for it.
Now, taking each of your counter-examples in turn:
The Treb 7K: I would argue that the AC5 is actually a secondary weapon, the primary being the PPC. However, that can be debated as the design has just enough heat sinks to be able to fire both the PPC and AC5 at a standstil for no net heat. Overall, the design produces 2 excess heat on an alpha. If I yank out the AC5 and ammo, it's hard to come up with an energy-based design that still maintains the exact same heat curve. I can switch to a LL to get +3 damage at ranges 0-15 for a cost of -5 damage at ranges 16-18 and +2 excess heat (total of 4 on an alpha). Combined with the lack of an ammo bomb and being able to make more than 20 shots, it seems like a better than even trade to me. Another option is go trade in the AC5+Ammo for an LRM10 + 2 Ammo + 2 Heat Sinks. You lose damage in the 4-6 range but gain at the 7+ as well as being able to hit all the way out to 21. Your alpha produces 1 more heat than the 7K's alpha and your max damage (with a lucky cluster roll) has the chance to cause a knockdown which the 7K can't do at any range. Of course, if you really want to cheese the missile design, use 2 LRM5s + 1 ammo + 4 heat sinks. Now you alpha for only 1 extra heat, which is less than the alpha of the 1K.
The Devastator: I assume you mean the 1D. As it stands, it alphas for 34 heat with 15 heat sinks, for an excess of 19. I can yank out the 2 AC10s plus ammo and put in 2 PPCs and 14 heat sinks. It now alphas for 48 heat with 29 sinks, for an excess of 19. It does less damage at 1-3 but can reach ranges 16-18 as well as the advantages of longer short and medium ranges.
The Hammerhands: I assume you mean the 3D. This one alphas for 16 heat vs 13 sinks, for an excess of 3. Once again, yanking out the ACs and ammo gets me 2 PPCs and 14 heat sinks. This is an alpha of 30 heat vs 27 sinks, for an excess of 3. Basically, it's the same analysis as the Devastator, above.
The Clint: The 3T's alpha is 7 heat vs 10 sinks. Yank the AC5, ammo and 1 ML and replace with a PPC + 3 sinks and you end up with 13 heat vs 13 sinks. You gain +5 damage at ranges 10-18, have a better chance to hit for the same damage at ranges 6-9, and lose 5 damage at ranges 1-3. Again, no ammo bomb and unlimited shots. Seems like a good trade to me.
Ultimately, what is better can be debatable based on what you value in a design (aesthetics vs fluff vs raw performance), what tactics you prefer (long range sniping, short range brawling, hit-and-fade, etc) and if you're talking campaign play or not (cost and rarity vs ammo expenses and shortages). The alternative designs I give above do all lose out on close-range brawling ability but perform better as long range snipers, which tends to be my own preferred tactic.