I've been a little quite for a few days - enjoying reading input from everyone.
In reply to some of the comments/suggestions:
1. Unreformed infantry should be 1 point cheaper due to their movement penalty (avg drilled unreformed w skirmish attachment cost the same and shoot the same as avg drilled reformed, but move 33% slower - a BIG disadvantage). Unreformed armies that do well seem to max out their cavalry to compensate for over-priced infantry.
2. Abandoned artillery rule is too onerous - you hardly ever see the artillery again and if you do they're probably wavering. Think about not making them drop morale when they abandon, and be able to test as often as they like to return. No-one voluntarily abandons because you're pretty much lost anyway.
3. Moving away in response to fire is messy as you move away from the firers not to your rear - causes unnecessary complexity with units crashing into each other, debates around split angles, etc - just make them fall back to their rear.
4. Similarly clarify/clean up mechanisms when falling back to 3MU from 3 firing hits. And just make it straight back and 3MU from the shooters not all enemy, otherwise you can get some odd situations where units leapfrog miles back.
5. Clunky rules re outcome moves reaching table edges, uncrossable terrain, etc. Mimic tried and tested other FOG systems - leave the table and lost if an outcome move goes over the edge, halt when hitting other uncrossables and fight/destroyed if contacted by pursuers.
6. The less unnecessary base movement, the less complexity - take away artillery pivots to fire, but allow them a two or three base wide zone of fire depending on the range, as in FOG R. Removes odd range changes, tricky pivots, measuring 1MU moves, etc
7. Reduce the complexity of rear and flank support - too many inclusions/exclusions - e.g. skirmishers give flank but not rear, cavalry can support inf but not vice versa, etc. We've been playing for years now and still keep having to look this up.
8. Counter-charges/intercept charges - still unclear whether or not single units of cav can be pulled out of a line of cav - shouldn't be allowed.
9. Cavalry in difficult terrain - LC too powerful & can clear out inf skirmishers. Cav shouldn't be allowed to charge in difficult.
10. Expand indexing on right-hand blue strip on pages to make navigation easier as per FOG R and A/M rules
1) Unreformed are already 2pts cheaper. One of the largely unnoticed value of a unit is the attrition point value. Generally speaking, unreformed armies are larger than their reformed counterparts. With an attachment they may have the same medium range fire as a reformed unit, but spending the points is optional. Austrians are very popular in UK competitions - Players enjoy the different challenge of using them, especially against reformed opponents.
2) Agreed - We'll have to do something about it.
3) Agreed - It is unnecessarily complicated. Not sure how to simplify it as yet
4) Agreed for the same reason
5) Disagree about the table edge, although may change that rule slightly. The main problem is when you fall back to something that needs a CMT to cross (like a river).
6) Pivots were introduce to give Artillery a chance of turning towards enemy who approached from the flank. I'm now not sure they should get (or deserve) this option.
7) I've never had a problem with this, but will review.

Agreed - The rule needs to be written clearer
9) I don't think cavalry are better than infantry in 'difficult'. They should be able to drive off Skirmishers in 'rough' terrain. Non-skirmish formation is much better for moving through rough if opposed by cavalry - getting out of the rough may not be the easiest thing to do though.
10) Not sure that we have a say in this. Something we'll have to discuss with the publishers
On Artillery .......
1. Remove the shoot at medium range and then abandon (the 3rd option) charge response option. Seldom chosen, hard to understand and not necessary.
2. Limit the evade move if limbered to horse artillery only (anyone think of historical examples of limbered foot artillery evading?)
3. Ditch the abandon guns rules altogether. Again, complicated and not required. If artillery runs away, it is dead. IN game terms, even should the die roll required to re-man the guns be made easier, recovering guns would still seldom occur as usually enemy are in/around their position, or it is too late in the game for re-manned (and now wavering) guns to have much effect anyway. It's very rare at the moment that you even get a chance to try and re-man them and if you do, they tend to just get killed the following turn (as they are wavering) anyway.
4. Change the points for a rocket attachment, to about 4.
5. Perhaps give heavy artillery units an extra dice at medium range (they have a longer canister range so more of the 2-6MU bracket would be subject to canister rather than roundshot). Heavy artillery are also, IMO, not quite as cost-effective as medium artillery, so this may balance things.
1) Agreed
2) With an evade move of D6, foot artillery are considered to be lumbering away from the threat. If they roll a 1 they reacted late and will likely be caught. If they roll a 6 they reacted early and moved out of range. They main problem with evades is that there's not enough of a disadvantage if they get caught - something I'm looking at.
3) I've often recovered guns - and not-recovered them. I think we can simplify them greatly by removing the choice to abandon in some situations and reducing the time-limit for reoccupying them (perhaps only in the following recovery phase as for routing troops)
4) I'd rather increase their effect in line with their points. Indeed my approach to the whole issue of re-evaluating the points is to re-balance the effect of the units - although superior/veteran/guard artillery is giving me a headache.
5) Heavy artillery have 2 advantages:- They get 4 dice at long range, and don't lose their POA at any range against buildings. Their only disadvantage is the CMT to limber. I think the 4pt difference is good value. The reason we don't give heavies an advantage at medium range is their slower rate of fire. The range for canister isn't that much different for various calibre of gun. 6MU is about right for an 8lb, with 12lb being perhaps 1MU further and 6lb 1MU shorter. In the interest of simplicity we decided to give them the same range. (given that the depth of the model is more than the difference).
Thanks for your feedback so far. Our problem is a good one to have....How to incorporate good suggestions into the rules without changing the balance or the flavour. Some will make, some will find the waste basket, others may appear in a very modified state, but be assured, they are all valuable..... Terry