counter-charge
boost to CC units
tweaking luck factor
aerospace rules
transport embark-disembark restriction
hackdowns, fearless rule, and the way how assault works (mainly intermingles)
different reinforced armour value
different macro weapon AP/AT value
different barrage to hit value
some sort of degradation to War Engines via BM
the domination of having more activation
barrage hit allocation
formation splitting-combining
spaceships cut back too much?
action test failed result penalties too high
the way army lists work
turn starting initiative retain can be too powerful
issue with off board (reserve) heavy army build & strategy
turn starting...
minimum formation size
measuring from center
critical hits on War Engines
By reading through this thread from the beginning, I made this quick note about your ideas "if you could change the rules...". The note consists the parts that are some way concerned in my work, which itself also got mentioned in it's 4 years ago very early stage (I am honoured to be recognized!

). Of course there are lot more to that, as even this project has been evolved from it's initial blurry vision, into a fully made standalone ruleset with army lists, and unit stats, and some new stuff spicing up the lore.
From another perspective. We have this very good game, Armageddon, we have the minis to play with, and as this thread shows along with hundreds of others(!): the vast amount of incredible ideas, solutions, simplifyings are all known and makes us common. Just start digging and making notes, and you will find things repeatedly, the same things, same wishes, over and over again! Thats beacuse we played this game for years... added together, thousands of experience hours!
7 years ago I just merely ladled from this pool of yours, weaving them together, and taking the impossible mission to convince my gaming group trying them out. And though some of the ideas came from me personally, not to mention the countless hours spent to creating, writing, editing... still I heavily depended on the ideas of this forum(!), therefore at some point, at some level, Epic Alight is partly yours as a community edition of Epic.
I know, at the other side of the coin, it is also a single-handedly fan made work, with my personal view of things, deterring from the official path.
At the end of the day, from a farther look, this link will show you to a playtested 6mm combined arms wargame based on 40k lore and also my wholehearted answer to the question of this thread.
If you just give it a single try as is, and that's it, I deeply appreciete it! Any report, response, opinion are more than welcome!

Salute!
https://www.tacticalwargames.net/taccmd ... 69&t=28874