Now, let me preface this by saying that, in the campaign, I don't see a reason to not drop a full Assault lance late-game. With that in mind:
The best perk Piloting gives you, melee hit chance aside, is the +20% sprinting distance at seven. The skills, however, feel really lacklustre on most Assaults. The only exception, from my point of view, is the BNC-3M; it's huge engine is a nasty drawback, but six Evasive Chevrons thanks to Evasive Movement is nothing to sneeze at and it's just about the only Assault that makes decent use of Ace Pilot, I feel, as it can actually create at least some distance.
That aside though, nah. Not worth it. You're rather immobile on most Assaults, so you're far better off with Bulwark instead of Evasive Movement. Juggernaut is pretty bad once you start facing mostly Assaults and really, with how Slow Assaults - Banshee aside - are, you're not gonna be punching too many Mechs, anyway.
That leaves Firepower and Tactics for your two-skill path. Master Tactician is always useful, especially to get Called Shots on downed enemy Assaults before the AI gets them back up (which it usually prioritises). Sensor Lock is okay, though I really don't miss it much when not using it; the AI isn't smart enough to keep its units outside of your FoV, at any rate. Breaching Shot + Multi Target is a bit of a trap as it can sorta beguile you into splitting fire instead of focusing a single Mech to take enemy firepower of the field, but it's insanely helpful if you're farming for maximum salvage. With +Stab LRM20 and such, you can easily knock down two, three, maybe even four Mechs a turn if you split your fire right.
So, personal preference:
With Scout Banshee: 1x Evasive Movement, Sensor Lock & Master Tactician; 3x Bulwark, Multi Target & Breaching Shot.
Without Scout Banshee: 1x Bulwark, Sensor Lock & Master Tactician; 3x Bulwark, Multi Target & Breaching Shot.