Ook, got time to respond now:
Some really good points here, people. Now, the detailed look:
1. Brutes and Grunts replacing guns with boostas - Well, I did basically this a few versions ago and was told to change it to just buying boostas while leaving the gunz. Can't satisfy everyone, it seems.
2. Fireship. Well, this is a good idea. I'll try to orkify it and we'll see what people say. I certainly wouldn't mind orky Fireship in the fleet list.
3 Soopa Boostas: Yeah, I need to correct the name in few places and describe it in universal rules. It will be way clearer that way.
4. Deathdeala speed: Technically, yes. There's no option to use it without them, though. It was just to make a single soopa boosta upgrade, while in earlier versions on some ships it gave +5 cm speed + AAF, while on the others just AAF. It might be a little redundant on ships that are required to take it, but I thought it's a bit clearer now. There's no differance between 15+Boostas and 20.
5. Torpedo bommas are perfectly standard torpedo bombers in every respect. I think this doeas need clarification, though.
6. Mixed escort squadrons.. hm. That's a good point, haven't thought about this before. I'd say it should work like this - every ship that can buy said upgrade, must do it. No problem for ships that are unable to take it.
7: Blood axe squadron... I think that blood axe upgrade itself counts as 'same upgrade', so they roll separately. Sape upgrade, different results.
8: kustom field: when it first comes under attack or has its shields effected by some other influence seems like a great option. Makes it impossible for an enemy to specifically choose weakest shielded vessel as a target.
9: escorts are maxed at 10, i think, but you will get your free escort before adjusting ld to 7.
10: 'this rule' well, forgive badly written rules, it's still a rough draft
. I meant - roll 4d6, still passes Ld automatically.
11: grot riggers: Does not stack in squadrons but affects whole squadron IF you roll for ld of the ship that has an upgrade. If it for instance suffers from bridge smashed or blastmarker, making it no longer highest ld in squadron, when you roll for other ships ld, upgrade doesn't work.
12: multiple characters in squadron: In playtests we allowed them. They seemd all right. I'm open on oppinions though.
13: Yep, you repair damage on 4+. Still just one HP per turn.
14: yep, blastmarkers, yep, the back of your base. Rough draft, remember?
If you have multiple, still generates only one marker, after all the shooting by this ship is done.
15: Launch bays: You're right of course. Should be ammended.
16:More dakka: yeah, was mend to be strength OF one random weapon. Single weapon, single d6. In case of lacking random weapons, it's useless. Can be used for launchas and launch bays.
17: Slamblasta. Zzap guns, of course. My bad.
18: Kustom field: I like the 'when it first comes under attack or has its shields effected by some other influence' version. Opinions, though?
19: More drastic changes: I'd stay clear from them right now. Maybe tes them later, when the rest is done.
So, guys, any more feedback on this?