I've got a lot of little things across the board that could be tweaked - please Mongoose don't discard the idea of doing some fine tuning as well as an improved Multi-System Campaign and a new race or two.
So here's My List:
1 -- GAIM - Mix up their emines and gatling lasers amongst the ships, balance them better, and most of all...
2 -- Clarify Suicide (and Gaim Torp) Fighters and Breach Pods, and come up with a smoother mechanic so we don't have to be pushing bases underneath ships and engaging in debates about how many Thoruns can dance on the peg of an Omega. To which I have the following suggestion:
3 -- Standardize # of Attack Craft that can attack a ship at a certain range. This will allow a little more abstract use of Fighters and AC, and avoid the aforementioned fiddling around with bases crowding around ships etc. These would be the steps:
i) Measure the fighter's move and determine if they get within one or more of their weapons ranges of the target. For those within 2" , simply stack them around the target's base as desired. For those standing at 3" range or higher, it isn't as fiddly, so place them where they would actually have to be.
ii) A Maximum number of attack craft may be within 2" of a target (including Suicides and Breachpods). This depends on the target's Priority Level:
Patrol = 2
Skirmish = 4
Raid = 8
Battle = 12
War = 20
Armageddon = 32
For ships who's size belies their PL, make a new trait called "Targeting Size", to indicate how they are *treated* for Attack Craft. Thus while a White Star may be Raid PL, it would rate a Target Size of Skirmish.
iii) Resolve AF against those within 2".
iv) Remove casualties, remaining suicides, and remaining breach pods. Set aside Suicide Fighters and Breach Pods for their respective resolution steps.
v) Resolve Suicide Fighters and Failed Skindancing fighters
vi) Resolve all Fighter attacks as normal.
vii) In the end Phase, resolve Breach Pods along with any Boarding Actions.
While improving the fighter rules a bit, I also recommend:
4 -- Give Fighters a more directed role than fiddly damage dealers. It has been suggested in the past that ALL Fighter attacks have precise. Rather, I'd suggest this - allow each Fighter Flight to declare whether it is doing a general attack, targeting engines, or targeting weapons. General attacks roll as normal.
Targeting Engines rolls attacks as Precise, but any crits are automatically Engine Crits.
Targetting Weapons counts as Precise, but any Crits rolled are automatically against Weapons. (OR 1-3 Reactor, 4-6 Weapons)
I have more suggestions, but dinner is calling...back later.