@-Nazdreg-
Absolutely, there are over complications in the core rules that STILL need lots of additional rules (EIGHTY SIX Special rules!!!) to cover the game play.
You are calling your project 'Substantially revamped
40k rules'.But you seem to be only interested in an improved 'proof read and edit' project.
Most people attempting to correct balance and complication issues at least look at different game turn mechanics and adding some form of movement stat back in .to get rid of the stupid 'randum' movement , in all phases.
I like the difference between 'biological' and 'mechanoid' units!
So I would not give mechaniod Necrons 'wounds', and make large walking models a random mix of vehicle or monstrous creature , with out any sort of reasoning.(Other than trying to boost sales.)
I am not suggesting we try to make
WHFB based rules fit units they simply can not cover.(That is what
GW dev try to do with current
40k rules and loads of additional rules and even more complication!)
But use ONE resolution method currently found in
40k in a more intelligent way to cover all unit interaction with much more detail , without the need for special rules.
(Other than to cover actual special abilities...) A universal resolution table for to hit , to damage and to save for example.With more results than 3+4+and 5+ .
Here is an alternative to having a movement stat.Simply use the' unit type' to better describe the unit.
EXAMPLE>
Slow infantry =move 4"
Infantry move= 5"
Fast Infantry move= 6"
Beasts and cavalry move= 8"
Wheeled vehicle=6"
Tracked vehicle=6"
Walking vehicle =6"
Fast Wheeled vehicle = 9"
Hover vehicle =12"
ETC.
Then simply have a terrain chart that give movement bonus/penalties for all terrain type for walking units /tracked units/wheeled units/hover units.
So wheeled units get a bigger bonus moving over flat ground etc.
Special abilities.
Difficult terrain mod.ignores penalties for broken ground,light woods rubble.
Amphibious. Counts water features as open ground.
Jump jet/lump pack. Unit may jump up to 8" over terrain.(May not assault during this jump, unless they have the 'Death From Above' skill.)
If your group only want to use 'official
40k rules' as a base what exactly do you hope to achieve?
The chance of reducing complication and imbalance is severely restricted, unless you actually address the core issues.
Just converting another rule set to play games of
40k is always a half way measure.(
GWs current
40k rules are just a poor
WHFB clone.)
I think
40k deserves a rule set written specifically for it.But I am probably in a minority of one...