Oh, but you forget the to-hit table and the movement of a LAM in Air-Mech mode

First upgrade PHX-HK2 Phoenix Hawk LAM by removing the machine guns and ammo.
Replace with PPC ( or ER-PPC if you have it).

More if you want but that requires role playing.
Now lets look at movement, LAM in Air-Mech Mode has its ground movement divided by 3.
But its jump multiplied by 3

So 5/8/5 becomes 2/3/15. (Nice for a 50 ton Mech)

Now the to-hit table says a to-hit modifier of +4 for a movement of 10+.
Then add +1 target jumping/fling

So before anything else enemy Mechwarrior has a +5 to-hit on a base of 3+ for clan.
Oh and I got Our GM after he made a mech that was fast, so HE put to vote wraparound for movement which adds +2 more.
We had the LAM as a spare (got it from salvage) it was a nice kick in the ass

So that's how you play the game and kick major ASS... LOL