Regarding the "activation" issues described
here The basic issue is that I expect the Eldar to move a lot, be elusive to target, strike hard 'from out of nowhere' and vanish almost as quickly.
BUT if you can catch them they should crumble - the epitome of 'Soap bubbles armed with sledgehammers'. So I think we all agree on the principles.
Historically, the power of certain Eldar weaponry combined with the original Spirit Stones removal of a BM tended to result in a 'static' style of play, while removing Spirit Stones altogether tends to cause the army to fail to activate, which also results in a 'static' army albeit for different reasons.
However, I maintain that any enemy with even moderate long-range firpower can pick off formations or lay 2+ BMs which can stop the Eldar from moving at all (and frequently does in my experience) even when trying to shed BMs as Eldar are expected to. So I disagree that they play as they should. I find that it is too 'black and white'; either they work or they don't. I am looking for ways to reinstate their mobility without overly re-inforcing their offensive capabilities.
Options recently suggested:-
1) Allow Eldar to buy 'leaders' (perhaps 25 points each?)
2) Grant particular formations a 'leader' character, eg Farseers, Exarchs, Warlocks etc
3) Redefine Spirit Stones to ignore -1 for BMs
4) Redefine Spirit Stones to give -1 under particular circumstances (Marshall, double)
5) Redefine the Farseer rule to assist formations within 30cms
IIRC part of the original 'Spirit Stones' issue was the way that it caused the Eldar formations to bounce back, so I would tend to discount #2 adding 'leaders' for free (and I might add this is one reason I do not like adding 'leader' to titans).
Although more characterfull, I am unsure about assisting all activations because that will reinstate the static sustaining army, so for this reason I would tend to discount #3. Option #5 falls into this category, but is much more characterfull and is yet another incentive to have Guardian formations around - though probably open to abuse, so lets leave that to one side as well.
However I do like option #4 which will both encourage mobility while reducing the shooting capacity under these circumstances. I also like option #1 permitting you to pay for a character to be able to shed BMs more easily. The associated cost would minimise the number used, while allowing the player to put them on strategically important formations, and the upgrade definitions would prevent abuse (so perhaps not on Titans?)
Are there any other possible options?