When I play my Jugg in Gold I tend to melee things a lot because that's how I do the most damage while maintaining survivability. He's specced as follows:
Siege Pulse: 1,2,3,4b,5a,6a
I basically fire up siege pulse and leave it there 90% of the time to get the damage reduction. I'll occassionally fire it off to get Tech Bursts with the Hex Shield or knockdowns when fighting small groups of mooks or to take a turret out from range.
Hex Shield: 1,2,3,4a,5a,6a
I recently tried switching from 6b to 6a to get the 10% damage boost, but I'm still trying to determine if it's worth it. I mainly throw it out to block long range fire and for the damage effects.
Geth Turret: 1,2,3
I know everyone says the thing is great for heals, but I just find that it dies too quick. I either have to turn away to throw it behind me (which means I don't see when it goes down) or toss it into the pack of enemies on the other side of the shield (where it promptly dies because it's right in front of them). I put the three points in because it can be useful to toss down near allies and such though.
Geth Juggernaut: 1,2,3,4b,5a
Put points into this mainly for the weight capacity in 4b and the extra boost to Siege Pulse, Turret and Hex Shield damage from 5a.
Fitness: 1,2,3,4a,5a,6b
By swapping 4b for 4a you lose on 400 total points of shields (4200 instead of 4600) and gain a +30% melee boost. You also lose around 100 points of shield recharge per melee, but you're still getting back over 800 per second IIRC. Basically, trading a tiny amount of survivability for the ability to kill faster with the melee.
Gear: Juggernaut Shield V - +20% shields, +12% melee
Extra shields + melee damage. Not much else to say.
Weapon: Disciple Shotgun with Omniblade III
I use the Disciple for it's light weight, which allows me to drop the shield or the turret constantly. Plus, the stagger effect is nice for things slightly out of light melee range. More imporantly though, it lets me put on the Shotgun Omniblade, which buffs my melee even more.
Equipment: Strength Enhancer II or III (depending on availability), Cyclonic Modulator I (Was running out of II's and III's, so I've tried running with just I's, and it's been pretty effective) and some sort of ammo that can combo for a Tech Burst and/or weaken armor
With this build I can basically pick up just about any mook and kill them with one full HM. Exceptions are things like Pyros and Dragoons that have a lot of armor. Weakening them up with the Disciple or the Hex Shield will usually do enough damage to them to allow me to kill them in one HM though.
As mentioned above, if I'm out in the open and not getting swarmed I can use Siege Pulse + Ammo powers to set up Tech Bursts on enemies and take them down faster from range. Primarily though, I just try to wade into the largest swarm of guys and start meleeing. Even against two or three enemies it's pretty effective since you don't have to worry about a Scion or Ravager taking out your shields while you're firing a weapon or using your siege pulse (which drops your DR and makes you a LOT squishier). If one of those guys does show up, you're essentially regening 800 shields per second, which means they can't drop your shields in a surprise strike.
Yes, I might be able to kill things a little faster if I brought a Typhoon or something and specced the Siege Pulse for damage, but this comes at a cost of survivability. Additionally, you know how enemies have all sorts of annoying dodges and ways to make themselves harder to hit? Things like cloaks (Hunters and Phantoms), leaps (Dragoons), dodges (most mooks that don't have cloaks) or flight (Bombers)? Well, once you've grabbed them with a HM, none of that really matters.
Even the bombers going on a bombing run against me doesn't take them out of HM range, which means that once I've locked they're dead unless I drop them or I get stunned somehow. So there's no slowly turning around to keep firing as the bomber goes over your head, no slowly lumbering around cover to get to the phantom that cloaked and flipped behind a 3ft wall, and no missing your siege pulse shot due a Marauder roll. They just get held up till they die, and then I move onto the next guy.
While it may be a simple strategy, it's still effective if you're built around melee damage. I've gone into plenty of Gold matches with weapon based Juggs and both outlasted and outscored them. Granted, maybe they were terrible players...who knows. But what I do know is that it's pretty effective and puts out pretty good sustained damage to enemies, while ensuring that I'm staying alive. And really, that's basically what you need for ANY class to be effective in Gold, so I don't see a problem with this play style.