Here's a random thought I'm sure no person alive would care about (the 800 lb gorilla in the closet); sarcasm
I saw the podcast on the kickstarter and the MC Universe rpg is starting up too and will take parts that worked from prior games and it sounded like a stat blocks for other games. I assume that means other rpg games. I vote for a great Mutants and Masterminds 2e and 3e write up but if you have to pick, just include the latest 3e version.
Now for that Gorilla!!!
Can you please include a point system with Warzone Resurrection. I know it can be done but honestly I feel in the past game producers purposely choose not to do that. Warlord includes a point system of sorts.
I might not be the ultimate point system guide, but a good solid core would be great. We know the models have a base stat line that costs 0 points, and then you add to them (or the base stat line costs 5 pts or whatever you want it to cost). We know 95% of all that is on the stat block and the special abilities is not that hard to point cost. It leaves that 5% of ethereal abilities like Stalk or Unseen Assailant or Shadow Walk. I like a standard cost increase, not using percentages, so +1 RC = +2 cost and +1 CC = +1 cost (as it should be stated clearly CC is only half as effective in a game based on long-range weapons). In fact, you might increase that to +1 RC = +3 or +4 cost and leave CC at +1 cost per point of CC.
Then for those ethereal abilities only (ethereal means hard to cost) you can make those percentage based. So a higher cost model with Stalk will cost more to field. If the model costs 100 points and has Stalk and another model has the same but only costs 62 points obviously if Stalk adds +25% cost to the model it will cost more based on the fact the base model costs more.
Weapons are simple to cost out you buy Range (or a range band category), and you buy Damage, and if it has template or other effects like Residual, then you buy all that. So a pimped out weapon like an Extreme range capable template blaster with both direct and indirect capable, and doing residual damage, well that obviously would be an expensive weapon as you buy all of that.
Verses a simple Assault Rifle, or a simple Sword. A sword would only need to buy the Damage, hence CC troops are inherently less costly. They are not as effective but they are much cheaper and you want that range and those uber template weapons, pay for them.
Such a system isn't really that complex, nor impossible to put on paper and print in the rules. AND it would only make the system more attractive to gamers.
I'm sure there are other approaches to costing out a model but that is how I saw it done in prior editions of chronopia/warzone (though they used this rather dumb percentage approach that gave oddball results, the percentage works for some things, but not as the standard base cost increase)
Best of all you can take that system and cost out official armies. One of the lamest parts of VOR was when they did a system and then the official armies included units that broke the printed system. The fix was to simply change those few units that did that and make them fit the system. So don't print the system and then give a particular unit or army some special break UNLESS that is their boon.
The other side of army construction force creation is each army has a boon or set of boons. A boon can be anything from 'force contains access to snipers' or spells, or cheap cannon fodder, or whatever you think is a boon. Each army has X number of boons. Now, this second part of army force construction doesn't have to be included, but the base model point costing should. The latter part takes more thought and involves building the standard MC forces off of it, for example I only remember one dark legion force with a sniper (the one based on madness) whereas most of the corps have one, though not equal access, capitol has much more than most.