This post isn't so much for new rules, but math-hammering out the untapped potential of GWs D6 system.
The key is balancing performance vs GEQ (T3 Sv5+) and MEQ (T4 Sv 3+).
IMO, There really should be a more tiered system... Example:
WS2/BS2 - Unskilled (i.e. HTH Orks at shooting, Tau at combat, Grots, Swarms)
WS3/BS3 - Average (i.e. Guard, SOB should be here too. Guardians, DE Warriors, Necrons in Combat, Shoota Boyz)
WS4/BS4 - Skilled (i.e. MEQ, Guard HQ, Daemons, Ork HTH, Necrons in shooting)
WS5/BS5 - Very Skilled (i.e. Marine Librarians, Wyches, Aspect Warriors)
WS6 - Weaponmaster - i.e. Marine Commanders, Chaplains, Eldar Exarchs, DE Lords
WS7 - Greater Daemon
WS8 - C'Tan
WS10 - Avatar
So, the way I see this working is that the unskilled blokes (rare) have trouble hitting the skilled ones, and the average ones still hit on 4+, but every tier hits the lower tiers better, on 3+.
Extra granularity can be added to shooting by addition of more twinlinked options.
Let's take Eldar for example.
If we made howling banshees WS5, BS3, we've increased thier MEQ/GEQ hth killing power by 33% (due to increased accuracy) and decreased overall shooting power by 25%. This makes each banshee worth 3x 2/9 or 2/3 MEQ instead of 1/2 MEQ on the charge. MEQs are still killing them the same at range, and strike back with the same potency... would this offset their low toughness/armour and dangerous trek across the board? Hard to say without playtesting.
If we make firedragons WS3 BS5, then they gain a 33% increase in MEQ/GEQ shooting killing power and 0% change in MEQ killing power (although MEQs increase their kill ratio by 33%), and a 25% decrease in GEQ HTH killing power. This is better than increasing strength, since the prevalance of cover completely negates 50% of the effectiveness of their gun, so increased accuracy offsets this. Granted, Firedragons don't really need boosting, but this is just an example.