The Blackhawk's ability All in One is not once per game anymore. It doubles the number of attack dice on a sustained attack, but gives you a suppression token afterwards(which vehicles ignore). Pretty good walker at 25 points, but not great.
The Honey is much better in this game than in Tactics IMO. It ignores armor and can double the number of dice it fires during a sutained fire at the cost of a reload marker. Its also fast and range 24", which is pretty sweet for 25 points.
The Wildfire is pretty all purpose useful. At 20 points, it gets 6 dice against armor 2 infantry at 24" range and is fast. Its a really nice throw in for extra points and a great way to reliably put suppression markers on your opponents units. Great candidate for a shoot order in the command phase.
I think the Hans is likely the best overall value in the game at this point. It has the only weapon in the game that can fire indirectly without needing to be reloaded. It also has an unlimited range when firing indirectly. Throw in the scout move, which can be pretty useful, and a solid antitank weapon and you have an awesome walker for 25 points. Just remember that the turn you arrive using scout you count as marching and can't attack.
The Heinrich is basically the same walker as the Wildfire, but with one fewer combat die against armor 2, 6" longer range, and no fast. Still a good value.
The Hermann is the only one I very rarely have much luck with. It all comes down to how lucky you feel with the laser cannon. Roll two hits with it and you'll be singing its praises. Miss, and you'll know its a pile of trash.