l33tpenguin
Mongoose
Love: I can't say 'B5' here, can I? since they already got rid of that 
Hate: To be honest, I don't really hate anything about the game
Adjust: oh, this is where I have LOTS to say
Boresight - Easily fixed with a special action that gives a contested Crew Check to allow one ship to move after a specified ship. I like bore sights. I don't like how they can hinder a fleet
FAP - FAP is something that is ACtA. It's like the wings at Hooters. It's not why you go, but you'd miss it if they weren't there. I think making it a little more granular, so it's not crossing into the realm of 'points' but gives more diversity would help. I like the number 10, personally, as a base 10 system makes life so much easier. And drop the naming. Just call it a lvl 1 ship. It saves a calculation in the players head as to how powerful something is. It's much more obvious the ability between a level 1 ship and a level 6 ship than a Patrol vs. Raid vs. Battle. When I first started I had a hard time keeping them straight.
Bigger ships - an incentive NEEDS to be there to buy up. I really don't care to see War level battles with nothing but Raid priority ships. I spent a lot of money on my big ships and I love it when they get table time. I understand that this is an issue when you are dealing with 'less powerful' fleets. If the advantage is balanced right, it can be balanced against a numerical advantage.
Initiative sinking - Is just a silly concept and really ruins things in my opinion. Why is my big carrier rushing into combat? Oh, because the scouts out over out of range and behind some clouds of dust are moving! that makes sense...? Easily fixed by moving a minimum of 1 FAP at a time. This would also speed up game play, making less 'you go I go'.
Crits - Oh how Crits need fixed. Especially on larger ships. A single crit should NOT take out a ship of the line. But they can. This just doesn't make sense. I can accept a VERY lucky crit knocking out my capital ships. But I can't accept them having the same chance as a patrol skiff at being put out of commission. *I* like a redundancy score. It's also useful for ship balancing and only adds an extra die roll when a crit is rolled. It can also give more character to ships, as crits can be such game changing effects. Despite large damage tracks, it seems that many big ships are 'glass cannons' that can be shattered with a lucky die roll.
Notes: I think part of ACtA's FAP problem comes with having a large selection of ships. The smaller fleets don't seem bothered by it, they have 1 or 2 selections per level. It's the fleets that have MANY selections where you see the issue. What makes Ship A different than Ship B, but still makes them equal? Not to mention ships C, D and E.
Don't get me wrong, I like fleet diversity, I just think that might be where the problem is.

Hate: To be honest, I don't really hate anything about the game
Adjust: oh, this is where I have LOTS to say
Boresight - Easily fixed with a special action that gives a contested Crew Check to allow one ship to move after a specified ship. I like bore sights. I don't like how they can hinder a fleet
FAP - FAP is something that is ACtA. It's like the wings at Hooters. It's not why you go, but you'd miss it if they weren't there. I think making it a little more granular, so it's not crossing into the realm of 'points' but gives more diversity would help. I like the number 10, personally, as a base 10 system makes life so much easier. And drop the naming. Just call it a lvl 1 ship. It saves a calculation in the players head as to how powerful something is. It's much more obvious the ability between a level 1 ship and a level 6 ship than a Patrol vs. Raid vs. Battle. When I first started I had a hard time keeping them straight.
Bigger ships - an incentive NEEDS to be there to buy up. I really don't care to see War level battles with nothing but Raid priority ships. I spent a lot of money on my big ships and I love it when they get table time. I understand that this is an issue when you are dealing with 'less powerful' fleets. If the advantage is balanced right, it can be balanced against a numerical advantage.
Initiative sinking - Is just a silly concept and really ruins things in my opinion. Why is my big carrier rushing into combat? Oh, because the scouts out over out of range and behind some clouds of dust are moving! that makes sense...? Easily fixed by moving a minimum of 1 FAP at a time. This would also speed up game play, making less 'you go I go'.
Crits - Oh how Crits need fixed. Especially on larger ships. A single crit should NOT take out a ship of the line. But they can. This just doesn't make sense. I can accept a VERY lucky crit knocking out my capital ships. But I can't accept them having the same chance as a patrol skiff at being put out of commission. *I* like a redundancy score. It's also useful for ship balancing and only adds an extra die roll when a crit is rolled. It can also give more character to ships, as crits can be such game changing effects. Despite large damage tracks, it seems that many big ships are 'glass cannons' that can be shattered with a lucky die roll.
Notes: I think part of ACtA's FAP problem comes with having a large selection of ships. The smaller fleets don't seem bothered by it, they have 1 or 2 selections per level. It's the fleets that have MANY selections where you see the issue. What makes Ship A different than Ship B, but still makes them equal? Not to mention ships C, D and E.
Don't get me wrong, I like fleet diversity, I just think that might be where the problem is.