Command and HQ were separated as there were really two effects going on with the old version of Command. In lots of cases both didn't need to apply. There are clearly units that should have targeting protection (HQ) that aren't Command.
We've played the optional Command Rule from the SM2 days around here. It is about the only optional rule we use.
We don't allow the "activating" of First Fire units (a type of "pass") here either. As Warhead says, it just delays things, and an army sitting on First Fire should have to face the prospect of being out manoeuvred by an army that is well....manoeuvering.
Correct interpretation of the Noise Marines. With the later version of NE we tried to standardise so there is less need for lots of special descriptions. As in all cases, if there are special rules they'll be noted...otherwise play them exactly as written
