My thoughts on these are inline:
Specifically mentions 40mm MU option for big toys on a big table.
This makes sense.
Determined foot for some types of shock HF. Gives a faster move. Examples might be some Taxis of Alex Mac or Successor Phalanx, and Spartan / Athenian Hoplites. I believe it should only be allowed for troops that are Unprotected or Protected.
Unclear on which troops should get this. Perhaps some MF would be better as DHF (e.g., Meshwesh?)
It has the concept of Grand Battle Groups (GBG). They are worth twice as many APs. They have to be BGs with more than 12 bases. For FoG:AM might make the cut-off as greater than 8 base BG. It would counter some of the swarm ideas.
I'd prefer to revamp the scoring system and victory loss. This change strikes me as a poor stop-gap to address that problem.
LF, MF, and LH all move 1 less MU in most cases. For LH the 3rd march move concept mitigates somewhat. I would not advocate 3rd moves in FoG:AM.
I think this will kill MF, but the LF/LH change might be OK. I also like the idea in another post about clipping these moves only within 6MU of enemy.
Difficult Forward Moves removed.
OK
Double wheels removed other than for light troops and columns on roads.
Not sure about this. If double wheels are a problem, then light troops, particularly LH are the biggest culprits.
Foot battle troops can’t turn 90 degrees and move – they ain’t Prussian Grenadiers on the parade ground! Most GBG don’t turn 90 degrees, they formation change (i.e. CMT).
This makes sense, but could be better as a within 6MU rule.
Everyone CMTs on an 8.
I like the split between Drilled/Undrilled for CMTs, but they should be harder to achieve. Perhaps changes to how generals affect the CMT are better, namely reducing the bonuses provided by generals.
Shifting limited to ½ a base width.
I don't think the shifting rules are a problem. The current 6MU single shift is useful and not too powerful.
If something blocks a turn it gets moved out of the way (subject to some anti-cheese exceptions) – the rules will need a bit of playtesting because Battle Lines are different in FoG:R.
I don't really understand this problem or solution.
Charges involving a wheel specify the wheel prior to opponent’s response (again with some anti-cheese exceptions)
The Impact Phase is a thorny mess IMO. I hope that FoG 2.0 sorts out declarations, charge targets, charge sequence, outliers, etc.
Elephants get a 4 MU ZoI.
I thought all mounted had 4MU ZoI?
When in the restricted area you can place Portable Defences and form the equivalent of Orb.
Um, OK.
Bow* effects are explicitly stated everywhere, no looking it up in the glossary every time.
OK
Pike only get the melee +PoA in 4 ranks. I am not totally certain this is right as Pk have other uses in FoG:R. Needs to be playtested for balance implications. Pk would certainly have to drop 1 point per base if this is adopted.
Overlaps get 1 dice per file; not count as they normally do. This is THE most important change IMO.
Do they need two ranks? What happens to the rear rank? Can it expand to the other overlap if available? Or is it a dice reduction for overlap fighters (1DP2B)?
HW and SSw equivalent get ++PoA in overlap.
Overlap? Do you mean Melee? Is this bundled with the dice reduction above?
Open Fields removed as a terrain type.
Open Fields or Open Spaces? I am not sure why removing Open Fields is necessary. Removing Open Spaces would be a bad change IMO.
Developed removed as a Territory Type.
Why do this? I might change the details of Developed but don't really see a need to eliminate it.
Terrain choices. The definition of how to choose compulsory types is changed. Some lists have 3 or 4 possible for each player to choose their compulsory from – means in some cases both sides can choose the same compulsory – it certainly feels as if you have a better choice.
Not sure I follow this. Are there still one compulsory piece chosen per player, just with more options?