I dont think there is a real answer to this question. When you subtract the mobile suits that are written to be god incarnate, one realizes that most mobile suits are extremely specialized to be very good at one thing, and attempting to use them at something else will be akin to trying to fit a square block inside a round hole.
After all, look at the GP-02, despite possessing a strategical nuclear weapon that would later on destroy or disable a large fraction of the Federation Fleet, in a direct Mobile Suit vs Mobile Suit confrontation, it would probably get it's rear handed to it. Likewise, using a mobile suit designed for anti-mobile suit duty against large objects and capital ships, while id be able to destroy a fleet of them eventually, it would take a long time (and expose oneself to danger multiple times) as opposed to the GP-02 which just has to fire one weapon one time and than go home.
Many other mobile suits with extremely powerful attacks have the same problems. Most extremely powerful attacks would probably not be too terribly difficult to dodge, and have the charge/recharge issue to deal with. The most powerful mobile suits in directly fighting other mobile suits (such as Hi-Nu Gundam, for example) dont even use those kind of weapons, mostly using high-tech forms of conventional weapons or fin funnels/bits, neither of which really give any kind of super-powered attack, but are very effective against other mobile suits due to a lack of weaknesses when placed on an extremely high-performance, high-response chassis.
In the end, with exception of a few suits that can do it all perfectly and than some, the suit I would pick would probably be determined on the mission. Wing Zero, for example, would be decent if I wanted to blow up a colony, a warship, or something big and easy to kill (Although id still pick a GP02 over Wing Zero). But it would be among the last suits I would touch if I was expecting to go up against other mobile suits.