Something to note for those of us that use quirks - the Clint boasts Improved Targeting (Medium, Long)
This.
Sure, in the 3039 setting, the AC/5 is one of the worst "main weapons", but the quirk breathes new life into it. Suddenly, it becomes both a great light mech hunter (still not in the same league as the pixie, but then, nothing is) and also a great option for a light sniper for a mobile lance.
Lets face it, if you need a sniper below 45 tons in 3039, your options are limited. Panther is a staple, but its mobility leaves to be desired, gimping it in some occasions. With quirks, the clint rises up to the challenge...not in a stellar way, an ac/5 will never be more then an ac/5, but its still a good option.
I've used it with success, taking down the lighter opposition before using it as a backstabber on heavier units...it's also enough of a threat (depending on the tonnage allocated to each team, of course) to pressure the opponent to make mistakes in its movements. Not a game changer, sure, but a good 40 ton mech...with quirks.
My only regret when choosing it for a game is that I've forgotten which unit my clint's paint scheme was supposed to represent.