So clearly Battleships are better than their point value in cruisers, yet we allow Battleships to see play with a restriction to the quantity.
I think you are missing the point of the restriction in this case. A fleet of all battleships isn't really fluffy, nor is a fleet of battleships largely desired. Restrictions to gifts is purely to prevent people from selecting the most optimal option.
But the system is never to blame for the abuse of players, so we don't have to bust our proverbial balls working around people who seeks to abuse a system. No system is flawless, and these people will find ways to abuse it no matter how hard we try.
I'm jumping a head here because I want to address your other comments with something Dan mentioned. I think it should be noted that you are creating an abusable system (pointed and player chosen gifts) and then patching it because it makes some options more desirable and more easily abused. This isn't a good thing.
That's still random and you could still get screwed for a game with worse choices. Why not just make them purchasable? 1 max per gift per 750pts or part thereof?
I believe this is the crux of the issue. Gifts should NEVER cause someone to get screwed over. Gifts should be the seasoning to the meat and potatoes of the ships that make up your fleet. Personally I don't believe they do under the regular fully random rules. Is it possible someone will roll all AWR for their fleet? Yes, but it's extremely unlikely and it's also just as unlikely every ship in the fleet will find the gift that useful. Nor does every ship having AWR immediately or even significantly affect the ability to successfully engage an admech fleet.
Right, more reason random is a bad idea.
You need to explain more than that for this to be a valid point. Random is only bad if the viability of the fleet is directly linked to the gifts you roll. This should never be the case (and I'd argue currently isn't the case). What I was getting at with my statement is that by allowing players to select options, you have to enforce rather draconian limitations (one AWR per 1000 points) for it to have much effect on the list since you might have only two ships that get optimal benefit from AWR and one that benefits from Repulsor shields.
I agree with this but who says that the gifts I have chosen while using the original BFG:R Admech fleet was more about the gift than the ship? No, I think that's an unfair assumption. Let's make the ship and gift something that people have to think about. When you restrict the purchase of gifts, it makes the player also have to consider even more which ships to take because they would like to have ships that can benefit from other upgrades.
I believe that we are even having a discussion on randomization of gifts is evidence enough that people don't see the gifts as flavor. Gifts should be kicks and giggles, minor changes cool if they work but never to be relied on. Your following statements make it pretty clear you see gifts integral to the tactics employed by the fleet. If you are looking to make people think more about which ships to take, it's a step backward to have them base that decision on which gift gets the most benefit. If that is your intent, it would be far easier to simply remove gifts entirely and add them as upgrades like the Mars Targeting Matrix. Of course, that only accents the issue since now the upgrade would be more of a no brainer.
To be perfectly frank; every issue everybody has listed so far seems to stem from around the Augmented Weapons Relay (AWR for short). Is this option considered too powerful, or just the best of the ones presented? In plaxor's BFG:R, he has the AWR at 30pts, a pretty hefty investment. Since a left column shift is worth 15pts if the mars is anything to go by, that would put lance doubling on a 6 at about 15pts as well. Is that accurate? I am not the best at Mathammer.
The issue isn't the power of the AWR, this issue is that the AWR is the easiest gift to use and produces the most immediate perceived benefit. In practice, the gift is nice when it works but the benefit gained is usually pretty minimal (16% odds of making a double hit with lances and removing the restriction on shooting through BM and past 30cm). The effective change in most situations is one or two extra WB dice which really isn't that amazing in the scope of shooting against 5 or 6+ armor. There is the potential for a gothic to score 8 hits on a single go but it's hardly something to center your strategy around.
In the past the biggest concern with Gifts was that they were too random which probably translates into "we don't get the perfect option" I can agree that gifts throw you for a loop sometimes, but I don't think the option is straight up selection.
Another alternative I see is a Gifts pool. The table remains random, you still roll for gifts based on the number of eligible ships in your fleet, but the gifts are placed in a pool that the player can then assign to ships as he sees fit.
For instance I have this fleet:
Lunar + Boosted Batteries
Endeavour + Lance + Boosted Batteries
Gothic
Endurance + Lance
Oberon
I roll on the table 5 times and get:
2x AWR
1x Repulsor shields
1x Advanced Engines
1x FDT
I can now take those and assign them to a specific ship as I see fit.