Why is this a bad thing? The lock-on limits the effectiveness of the weapon by ensuring the driver knows he's in danger and preventing cross-map vehicle destruction. The Missile Pod is an anti-vehicle weapon, it shouldn't be effective against infantry in the first place. That's not its intended target.
I'm all for the lock on, but that alone is not worthy of the effort put into creating art, animations, sound design, etc. for a weapon.
Would you carry a Missile Pod around with you if it could only target vehicles? Of course not, especially if there weren't any vehicles out at the time.
When the enemy team spawns a Banshee, where are they going to fly and camp? The Missile Pod spawn, because nobody carried that useless junk away from there before the aerial threat emerged. Boring.
Would you carry a Rocket Launcher around the map? Of course. Then when the enemy gets a Banshee he doesn't know where to expect a rocket from. Varied gameplay.
We already complain about the overabundance of power weapons cluttering the map. I'm trying to consolidate roles into into a smaller number of more versatile weapons.
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I'm in agreement with everyone on the Reach Banshee. I'm talking about Halo 4's anti-vehicle sandbox.
An instant-travel weapon is needed to combat a highly maneuverable air vehicle like the Banshee, even if you put an energy limit or cooldown on its aerobatics.
Warthogs are slow and can't easily dodge a rocket, but they have plenty of ground structures to hide behind to avoid a beam weapon. Banshees are fast and can roll or flip to dodge a rocket, but being in the air they have less geometry to hide behind and as such are more threatened by beam weapons.
You only need two well-tuned weapons in the sandbox to cover these needs, any more is just clutter. Otherwise I fear Halo 6 will have dozens of anti-vehicle power weapons that serve no other purpose.