Yeah we can argue around the troopers and their point costs or stats for years, I suppose we are cursed to never agree. As a side note, we certainly didn't go back after using the modified rules we have = for us it makes the game feel better so why should we? The fact we play smaller games makes those little things more important, i guess, and remember we play a completely different way, with different goals and army compositions.
With our house rules (including a reduction of aiming's effectiveness, and a bonus to Blood Beret grunt armor), my legionnaires frequently face them and the fight is very bloody. Every failed armor roll by a Beret squad cripples them, and they can panic too (even though it doesn't make them free kills like most troops, it eats their actions away).
Initially, it came as an observation that Imperial special forces (the beret variants) seemed to consistently perform less than expected in every game they were fielded. That was especially true of the Blood Berets, the signature elite unit of Imperial. It immediately pointed to their average armor value.
As for Shamrocks, we specifically tested that unit due to the Lucky Fate, to see if it had the same issues. They have the general effect of Ilian Templars, which we didn't see as correct for the cost involved. It doesn't help for the fact that regeneration -is- extremely powerful (as you've illustrated), but that's another rule completely.
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On weapons.
Something i believe you will agree on is the weapon costs, because apart from a few exceptions, their point value are the only factor to balance them. You can see how certain characteristics lead to a generic value...and that's across the whole game (not affected by factions, who can carry them and how many). That's how a "General" armory can be introduced without breaking corporate armies, basically.
But this is also how one end up paying 39 for a charger...no matter if a 11MW, 3AC gets it or a 16MW, 4AC + targeter, etc. If they had considered anything else than stats (army composition, etc), this obvious flaw wouldn't have sneaked through. It is, imho, the main factor of imbalance in the 1st edition.
There's no reason given for Cybertronic's sidearm to be sold at a rebate. The p1000 clearly belongs to the Retributor/Punisher family in terms of effectiveness, so we just rectified that.
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Barking spyders were obviously evaluated in a gaming situation, rather than following formulas...and they likely found out that keeping the normal costing formulas for their weapons would screw the unit over. Perhaps they should have done that with all squads, and leave the formulas for individuals.