While I agree that Klaws may have some issues, I think that's a discussion for another time. For the moment I'd like to focus on just fixing the actual functionality issues with Ork fleets before we start debating any full replacements of existing upgrades.
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So as of now I've got the following changes to Orks lined up:
Zzapps: > Strength increased by +1 for all ships.
> Savages may replace their heavy gunz with zzapp gunz for no extra cost.
> Change power fluctuation rules to:
If a score of '1' is rolled (on the actual D6, not the D3 result) when determining the strength of a ship's zzapp gunz, place a blast marker in contact with that ship's rear arc. This may only occur once per turn, and does not apply to zzapp gunz with fixed strength values.Escorts:> Cost of escorts reduced by 5pts.
Mob Rule:> Free escorts do not count for victory points.
> Change squadron size bonus to:
While an Ork escort squadron has at least five remaining vessels, it may attempt a command check even if one has already been failed this turn.Clanz:> Clan upgrades are purchased on a per-commander basis. To buy any clan affiliations for your fleet, you must first pay +30pts for clan support, which unlocks the options for individual commanders. (Thus, the first clan upgrade you buy has an additional cost, to offset its wider applicability).
> A commander's clan affiliation (or lack thereof) applies to every ship under his authority, determined as follows:
- A commander always has authority over his own ship and those of his squadron.
- The Boss with the biggest ship (Space Hulk > Battleship > Cruiser > Rok > Escort) has authority over all other ships in the fleet, except those under the authority of a different commander.
> A ship can only ever have one clan affiliation, and a squadron may never have multiple commanders with different clan affiliations. Note that a ship's clan does not change during the course of a game, regardless of any commander's status. Finally, a commander's re-rolls may not be used for ships or squadrons with a different clan affiliation (commanders and vessels without a clan are exempt from this restriction).
> The bonuses are as follows (and cost +20pts each, except Snakebites):
Goffs: +1Ld to ramming attempts. When initiating boarding, the enemy ship does not add its turret strength to its boarding value.
Evil Suns: +5cm to speed and minimum turn distance when not touching blast markers.
Bad Moons: Unchanged (May re-roll one random firepower/str weapon; combines with More Dakka).
Deathskulls: May add +1 or -1 to Critical Damage rolls received. A Deathskulls commander may buy looted torps for his ship for +10pts instead of +20pts.
Blood Axes: +1Ld (Ork vessels only, not looted ships) until it fails its first Ld test.
Snakebites: +1 Assault point when scoring during Planetary Assault. This clan affiliation may be given to any ship or squadron without a commander, for no extra cost. This overrides any other clan affiliation the ship would have.
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Look good to everyone?
(As an aside, it's likely that there will be some more clarification-changes to the wording of boarding actions, as it still seems too easy to misunderstand, especially regarding bonuses and the like). But this is a separate thing that will have no mechanical changes to the rules - just how it's worded.
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On a side note, it seems that the proposed buffs to Orks seem to stack all too well at this point. Take a Blood Axe torpedo escort and apply every bonus that is being discussed up to now: 5 Points cheaper, regular leadership table, +1 on special orders, able to do special orders even whenever another ship has already botched their attempt... I fear the Orks are losing their unreliability here.
Regarding this, the "forced special orders" bonus would replace the +1 Ld bonus from Mob Rule, so they wouldn't get the +1. In considering the cost of this scenario though and comparing to the Imperial Navy variant, I think it's relatively okay.
The minimum necessary to get Mob Rule'd Blood Axe Ravagers is 225pts + 175pts for each subsequent squadron under the new costing (35 x 5 to get the squadron up to size, plus 30 for the clan tax, plus 20 to give a commander the Blood Axe affiliation). A cobra squdaron gets much the same abilities for only 150pts per squadron. The difference being that the Cobras are faster and more maneuverable (and may combine salvos), while the Ravagers are tougher, better at orders, and can shoot more torpedoes.
So if you want that level of reliability, you're still paying for it. It's just less cost overall compared to trying to build a full clan fleet of a given kind.