Ideally all of the LRM's should have the + (stb. damage) modifier. This loadout is serviceable well into mid game, or until you posses a 'mech better suited to the role. The Shadow Hawk SHD-2H is fast and well armored allowing you to keep the enemy at range while launching stability affecting volleys into their formation, forcing them to back off and entrench or risk falling over. Pair this with a fast melee 'mech or a PPC sniper and you can salvage most things you come into contact with.
* Better loadout
then above is using 2 LRM15 instead of LRM10+LRM5. This reduces the heat by 3 but same dmg. Putting the LRM ammo in the center torso is dump idea since you can get ammo explosion in the one place you don't want it! Put the ammo in the legs instead and the jump jets should of course be in center torso. You want to use your jump jets when you got one of your legs destroyed I presume?
* The simplest alteration to the default configuration is to simply remove the SRMs for more armor. The Shadow Hawk's melee damage is the best of any medium mech by a significant margin, and it is mobile enough to use it.
Because the Shadow Hawk is blessed with battlefists from the optional TT ruleset, it has great melee output. Use it. It's fast, it can close in quick, act as a spotter for support LRMs which makes it a great close range brawler. Ditch the AC/5 and change the missiles to SRM6x2 in the torso and SRM4 in the head and keep the medium laser in the arm, add armor. Act as sensible spotter for rest of your lance and close in to finish off vulnerable mechs with SRMs for stability damage and melee if you need to cool off. JJ for DFA on downed mechs. Upgrade to + weapons as available.