It is indeed a 10 ton supersquishy precisely so a fast light mech can kill it. I used my highlander to deal with the 2 apcs coming around the dropship with only 2 turns to get to cap, my grasshopper assassin sprinted up the hill and jumped over the wall to take the barracks apc, my missileboat moved towards the barracks to be in support range and to kill the apc heading in from that side, my grasshopper scout helped in center then both it and my missileboat headed south to get the last 2 APCs that get dropped in there, while my highlander dealt with the center stuff after dealing with its 2 APCs, with the grasshopper assassin dealing with the mechs up near the barracks after killing the commando apc.
The assassin loadout is lethal- 7 MLs and 6 MGs, jump in right in front or behind the target and called shot CT and one-shot anything 65 tons or less, pretty much.
For the enthusiastic- you can do a 6 ML and 6 MG assassin loadout on a @&@^%$ Firestarter if you want. The armor is very light so you have to be careful to not eat counterfire, but its a light mech so with the right pilot you can reserve till the end of the turn, jump in and fire at point-blank, then fire again and jump out to safety as the first move in the next turn. Almost nothing survives back-to-back volleys like that, even an Atlas. Just need the move-after-firing skill and youre golden. Even nastier once you start getting +damage MLs. Very crunchy, but better jump range than the Grasshopper for getting its opportunities.