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Beyond that early game though, it's a liability.
For Locust? None of them. Although I would probably take a Locust over either Cicada. Jenner only has 1 type in game IIRC.
Plus, considering that we only have 4 Mechs on the field, dropping one for a scout means I lose damage capabilities. (Think of doing a 5-Skull mission where you're going to face 8 Assault-Class Mechs; do you want another Assault on your side, or a scout that will tell you where they are a turn before you find them anyway?)
If we had either more Mechs on the field, or better damage avoidance equipment (ECM, Stealth Armor...), then a light scout might make sense.
I was thinking just one more for a lance would justify a quick-moving spotter, but once the AI starts fielding nothing but Mediums and up, they become detrimental to the health of your team.
Perhaps the Devs did this to speed up skirmish times. Games might drag if someone had a couple of LRM boats circumnavigating the map at a safe distance until they were out of ammo.
As for the Devs, I can see why they didn't bother to include them; we only have 6~18 Mech Bays, and it takes a while to refit early on, so getting a few missions you just can't do because you only have a scouting force instead of a assault force could end your game.
Jenner falls off, but the Firestarter keeps working whether it's stuffed with flamethrowers, small lasers, or machineguns.
Locust is good for completing recovery objects as long as you got good piloting. I prefered the 3 support weapon Locust for sure though, cause flamer and MGs seemed to work really good.
One thing about lights during lategame/assault. Sometimes the AI will just straight up ignore lights 100%. It's strange but sometimes the locust can do whatever you want recovery objective and all and no assault mech bothers to turn around to try to target it.