Hokay, today TGT and I (with Tank looking on) ran a small game using the 8th draft.
They may have their suggestions, but here are a few things we found and some of my reflections:
We played Mercury vs. 2 Basestars, being as we didn't hold much stock in the points as they're written out (they stray towards 3 basestars to one mercury!!). Personally I'm all for putting it back to Acropolis=Basestar=1/2 Mercury - with caveats.
We did equal rolls for initiative.
Raiders are too tough, and too numerous. 6 hits makes them far, far too tough on attrition alone, even with -1 to CQ and the reduced dodge which have been put in the more recent drafts.
Vipers are nowhere near tough enough, and should be better in dogfights (either/or - bumping them to 2 hits with no penalties when they lose a hit, or putting them to +5 might do the trick).
Gunship raptors - are their missile racks an either/or selection?
Basestars - combined with the toughness of the raiders and the ease with which they can run in on a battlestar and eat up its PDS (yes, 12>8, so even leaving 1 each behind on the basestar, you can run in 2 swarms onto a mercury assuming 2 basestars vs. 1 battlestar, and keep all of their vipers in dogfights)
Their missiles are just too much without the slow loading trait. Also, it might be an idea to split their weapon systems so that they have conventional missiles ~10AD and a separate system with nuclear payload 4AD, both slow loading, and still using the rules as stated for firing the nukes.
Reasoning: 12 AD of conventional is almost too much as it is. 12 AD of nuclear would be obscene.
Make them both slow loading and the Cylon player can alternate fire, whilst giving the colonials a remote chance to fend it off.
Also, Cylons should not be able to close blast doors... simple reasoning being that they wouldn't have any inside a semi-organic ship.
General game dynamics: we noticed very early on that the Mercury has to run down the basestars to get any chance of killing them - it relies heavily on initiative, and absolutely must get into 18" with a basestar in its front arc to take advantage of the obscene AD it can put out from its batteries. TGT didn't even need to take advantage of the outnumbering - though if he'd been canny, he could've played chase with one basestar, whilst the other took a flanking position pretty much unmolested.
I would suggest that in any game, the person who wins the setup is allowed to keep back 1 of their ships to FTL in at their discretion from turn 2 onwards - it's more in keeping with the battles in the series. The loser has been ambushed or otherwise lured into a trap, and the winner has the upper hand.