Wolfhound: That sounds more like the drake to me, the Wolf is more akin to the M-4 Sherman. A "cheap" mass produced tank that can easily be retrofitted into a specialist tank, the vanilla Wolf is a generalist tank. Here is my interpretation.
Wolf
Huge Manite-Powered Vehicle
Caster Level: 5th
AC: 15 (+8 armor, -2 size, -1 dex)
Hit Points: 44 (3d10+20+6+3)
Speed: 30 ft. ; Speeding: 15 ft.
Space: 15 ft. X 20 ft.
Strength: 18
Dexterity: 8
CMB: +6
CMD: 15 (+8 vs. trip)
Crew Stations: pilot, 2 gunner tripods, 2 mounted gunners
Maximum Weapons: 3 (2 gunner tripods, 1 cannon)
Cover: improved std/partial (pilot), total (crew), partial (gunner).
Engine Type: basic
Standard Features:
Armor (medium): The vehicle gains a +8 armor bonus to AC.
Medium armor reduces the vehicle’s overall speed by 10. A
vehicle with medium armor can only rush at 4 times its normal
speed (6 times if the high speed feature is chosen).
Tank Plating: The pilot has only a slit to look through, but
may open a hatch to see the outside world clearly. The rest
of the crew receives total cover. To use the gunner tripods,
the gunners must emerge from similar hatches. When a gunner’s
hatch is open, that crew member’s cover is reduced from total
to partial.
Integrated Turret: The mounted weapon has a limited arc of fire.
Targets must be in within a 90 degree cone of the vehicle's
forward facing. When manning a turret, the gunner's cover is
reduced from total to partial. One feature point may be used to
remove the restriction of the limited firing arc.
Superior Materials: The vehicle has been reinforced with toughened
materials, allowing it to sustain more damage. It gains +3 hit
points, or +1 hit point per hit die, whichever is greater.
Cobra: The Cobra is intended to be the "glass cannon" of the bunch, accurate and lethal at long range but sucks when got at short range...
Cobra
Huge Manite-Powered Vehicle
Caster Level: 5th
AC: 12 (+4 armor, -2 size)
Hit Points: 41 (3d10+20+6)
Speed: 30 ft. ; Speeding: 15 ft.
Space: 15 ft. X 20 ft.
Strength: 16
Dexterity: 10
CMB: +5
CMD: 15 (+8 vs. trip)
Crew Stations: pilot, 2 gunners
Maximum Weapons: 1
Cover: improved std/partial (pilot), total (crew), partial (gunner).
Engine Type: basic
Standard Features:
Armor (light): The vehicle gains a +4 armor bonus to AC.
Tank Plating: The pilot has only a slit to look through, but
may open a hatch to see the outside world clearly. The rest
of the crew receives total cover. To use the gunner tripods,
the gunners must emerge from similar hatches. When a gunner’s
hatch is open, that crew member’s cover is reduced from total
to partial.
Integrated Turret: The mounted weapon has a limited arc of fire.
Targets must be in within a 90 degree cone of the vehicle's
forward facing. When manning a turret, the gunner's cover is
reduced from total to partial. One feature point may be used to
remove the restriction of the limited firing arc.
Mortar fire: As a full round action the Cobra's gunners may select a target square within a 180 feet, every time they fire the cannon at that square they gain a +4 bonus to their attack roll. In addition to this they reroll any 1s in the damage dice.
Wildcat: The Wildcat I envisioned was kind of like this... (http://www.militaryfactory.com/armor/detail.asp?armor_id=225). Here is my interpretation.
Large Manite-Powered Vehicle
Caster Level: 5th
AC: 15 (+4 armor, -1 size, +2 dex)
Hit Points: 41 (3d10+20+6)
Speed: 50 ft. ; Speeding: 25 ft.
Space: 10 ft. X 15 ft.
Strength: 16
Dexterity: 14
CMB: +5
CMD: 16 (+8 vs. trip)
Crew Stations: pilot, 1 mounted gunner.
Maximum Weapons: 1
Cover: improved std/partial (pilot), total (crew), partial (gunner).
Engine Type: basic
Standard Features:
Armor (light): The vehicle gains a +4 armor bonus to AC.
Tank Plating: The pilot has only a slit to look through, but
may open a hatch to see the outside world clearly. The rest
of the crew receives total cover. To use the gunner tripods,
the gunners must emerge from similar hatches. When a gunner’s
hatch is open, that crew member’s cover is reduced from total
to partial.
Mounted High Caliber: 2d8 18-20/x3 damage, 100' range inc
(Ammo 6gp/10 rounds = 2 lbs.) Gunner manning the turret receives
standard cover instead of partial.
All-Terrain: All-terrain vehicles can ignore up to 2 squares of
difficult terrain per turn, moving over them as if they were normal
terrain.
Also some replacement Scout techniques...
Tank shock: Tanks are shocking weapons and a scout with this technique knows how to exploit this, whenever making the overrun or bull rush maneuver against medium or smaller creatures the scout can make a free intimidation check to demoralize them (with a +4 bonus thanks to the size of the tank). This can only be used with Huge+ vehicles. This replaces Steamjouster.
Blitzkrieg: Speed is key to offensive power, you exemplify this. For every forty feet you move per round your tank gains a +1 bonus to attack and damage for 1 round. This requires Swift as lightning.
Thoughts? (not trying to put you down here)