I picked up my fleet some time ago. Saw my local gaming group slowly move away from the game but am happy to see the renewed interest with the new FAQ rule set.
I just figured I would put my thoughts out here, in no particular order.
One of the things I really liked about BFG was the simple easy to play and understand rule set. I fear we are losing that when we add rules like 'Blast markers count as all around", "CAP" and "Fighter turret suppression".
I could be mistaken, but the core book and many of the ships make the game feel and look like it was based around a gunnery battle with Torpedoes and strike craft added in (To me anyway). An oversight with reloading ordnance quickly changed the game into a who can avoid doubles the longest 'game'. The limits on strike craft launch capacity was a great idea! I like simple rules that work, and this is a change I really like.
Escorts not auto dieing to Assault boats would be a good change, I may even get to play against some now.
I have always been a fan of having tokens that can go on the bases of ships for critical damage and hits myself (Something like the Axis and Allies minis games). One could handle all ships, even escorts, this way, and make it easier to see the status of ships in play.
I think turret suppression by fighters is a terrible idea...It looks cool to have fighters and bombers waved together but;
*It promotes people to take fighters (that can break off the wave) even when they plan to attack an enemy ship.
This makes the choice between Fighters/bombers moot, as you have more options and lose nothing when you bring fighters in the wave.
*Allowing bombers to be effective against high turret targets decreases the value of Torpedoes and guns in a fleet for attacking such targets.
*Makes turret attacks have almost no effect, why even bother to roll your turrets when your rolls will not change the number of attacks you will receive anyway?
*I question the need for more damage from Bombers.
*I found the rules to be an ugly read
The CAP rules are an interesting option but are very long winded rules to accomplish a very simple thing (Avoid the ordnance nastiness that happens because of the turn order.). Why not replace the CAP rules with something like...
"A player may move any of his fighters before normal ship moves provided the fighters move into Contact with an enemy ordnance marker and are removed from the board after the interaction, even if they would normally remain in play."
"During the ordnance phase the player who did not move his ships this turn may move any number of fighters before any non-fighter ordnance are moved provided all fighters moved in this way interact with an enemy ordnance marker."