With all this talk of expanding to D10, I thought I'd start with Marines to show why D6 still has plenty of life left in it.
To recap, WH40k has two main statlines, GEQ and MEQ, and as such, we'll be looking at various performance criteria (discounting AP weapons initially) in terms of aligning in-game performance to provide a fluffier (and more varied) experience. I'll start with HTH since it seems harder to balance than shooting (due to the scaling to-hit system).
Keep in mind, I'm using the following breakdown for WS.
WS2 Unskilled - Grots, Tau
WS3 Average - Guardsmen, Guardians
WS4 Skilled - Marines
WS5 Very Skilled - Aspect Warriors, Wyches, Genestealers
WS6 Weaponmasters - Exarchs, SM commanders etc.
H'ok. Let's look at current MEQ casualties against the S3 fellows at the common WS.
WS2 - 1/2(1/3)(1/3) = 1/18 MEQ
WS3 - 1/2(1/3)(1/3) = 1/18 MEQ
WS4 - 1/2(1/3)(1/3) = 1/18 MEQ
WS5 - 2/3(1/3)(1/3) = 2/27 MEQ
Going to S4 raises all the casualties by 1/6... going to 1/12 MEQ instead for the common WS levels (2-4).
Ok. Well, what about ignoring their saves? Say they are being hit by a unit of howling banshees...
WS5 - powerweapons - 2/3(1/3) = 2/9 per swing. A banshee gets three swings on the charge, so that boosts it to 6/9 or 2/3... which still doesn't seem too terrible, since banshees can't shoot worth beans, and can not fully eliminate an enemy model - even with going first, and charging.
What about Scorpions then? They're swinging with S4 at 4 attacks (1 attack base, 2 for extra gun, 1 for charge, 1 for mandiblasters) at WS5...
Scorps net: 4x(2/3)(1/2)(1/3) or 4/9 which is worse performance - and few models will get more attacks.
Therefore, the marine statline appears plenty tough already against HTH fellows, and there's no need to increase resilience by raising toughness. ...Still, I can't shake this nagging feeling that Marines aren't tough enough... it must be the proliferation of high AP weapons that's doing it, since low AP small arms fire is functionally the same as a flurry of S3 and S4 hits in HTH - and we know those offer a poor ROI as any effectiveness is trumped by the 3+ save (or in the banshee's case, the T4)...
This provides another conundrum - how do we make Marines more resilient against high powered shooting but don't make them into HTH monsters that are unkillable by GEQ and sub-MEQ (eldar, DE, tyranids)?
Feel no pain is right out, since it boosts the Marine save of 3+ (0.66) to 0.89, which is better than a 2+ (0.83) against the unwashed massess of the 41st millenium...
Ok. Well, what about an invulnerable save? A 4+/5+ would reduce the effectiveness of high AP weapons by 50% to 33% respectively... Most of the time, the unwashed massess will be hitting powerarmor since this is better than their I save anyhow...
A 4+ or 5+ drops banshees back down to 1/9 or 4/27 per (non charging) model. Maybe not. At rates like that, specialist HTH troops have zero advantage over their non-specialist brethern.
We could always give marines another wound, and drop everyone's effeciveness down by 50%. Marines would probably cost 20 points then. - Care would need to be taken to prevent them from dying to say - Firedragons and ordinance, but against most guns in the game, they are much more resilient (since the most common S8+ gun is the lascannon, and plasmaguns only remove 1 wound).
The addition of an extra wound would also differentiate them from SOB at 11 points. T3 and one wound would be a major difference. 18 point Necrons have a "quasi-wound" with WBB.
So where does that leave our poor aspect warriors? Well, we could give 'em another attack to boost 'em back into competitiveness (due to their high cost)...
So a banshee would be getting 4 swings on a charge for 4(2/3)(1/3)(1/2) or 4/9 of a MEQ on the charge - not shabby. (2:1) and 4(2/3)(1/2) 4/3 GEQ (1:1.33)
A scorp would get 5(2/3)(1/2)(1/3)(1/2) or 5/18 MEQ per swing (4:1) and 4(2/3)(2/3)(2/3) or 32/27 GEQ per swing (1:1.18)
Well hot diggity... that looks reasonable, but how does a poor dog-faced guardsman do against our new uber-mensch?
1/2(1/3)(1/3)(1/2) = 1/32 MEQ per swing. Crap. Well, that's just terrible. What if he was charging? 1/16 MEQ. What if he had 3 friends? 1/4 MEQ.
Clearly, even if we lowered the basic guardsman cost to 5, and 4 on 1 vs. the marine in HTH, it looks like a lost cause, as we are unable to even approach parity. In return, the Marines would strike first and immediatley inflict an expected (2/3)(2/3)(2/3) or 8/27 casualties each.
This is where synergy comes in though, as Guardsman squads are merely weapons caddies... A combination of melta weapons and disposable (dying and spaced out) guardsman squads may enable them to attain more success with shooting. As units recieving or generating a charge would probably flee.
A commissar making a unit fearless might be more detrimental to the Marines since a 100 point unit of 10 wounds on 5 bodies is still only killing 40/27 (roughly 1 1/2) a turn with their bolter butts.
At any rate, Marines seem to work better at T4 W2 than giving them any other fiddly rules. Whether they should have better GEQ (and better HTH prowress on basic models) killing powers is a discussion for another day.