As for #5 and #6 - I just want to make sure you're using the crit rules right - for most small arms (like an assault rifle), a crit just requires one success more than hitting the target. In all of our internal playtests, crits have been very common. A non-crit hit is pretty much a grazing hit for an assault rifle.
Ok, In the rules, currently on page 71 of the Players guide it states:
When attacking an enemy, if the damage you inflict is equal to or higher than the crit threshold of your weapon, after mitigation by armor and cover, you inflict a critical injury on that enemy. The same goes, of course, when an enemy attacks you.
Done the way you describe above, crits would be far more common - but again, only in the upper tier dice. But incorporating armor into the equation, that becomes less true. Most weapons have a Crit value one point higher than their damage value, and they also lack any kind of armor penetration.
For example, the Soviet PP-19 SMG has a damage value of 1 and an armor value of +2...so if the unlucky soldier equipped with the PP-19 gets into a fight with an armored foe, he delivers 1 point of damage... versus an armor rating of 3...
And, since Crits are only applied, per the book, if the DAMAGE delivered (after armor reductions) exceeds the crit value....well...good luck with that. This will lead to a curiously large amount of called shots to the arms and legs of targets - places often left unarmored - in the vain hopes of rolling enough damage increases to crit an opponent.
Even the typical assault rifle with a damage value of 2 and a crit value of 3 will require three
successes on a single roll to crit an armored opponent.
Unless the assumption is that most opponents will be unarmored...
Against soft targets, the Crits will be far more likely - due to the reduction in damage factors, that single point of damage makes a world of difference.
And, extra hits from ammo dice aren't able to crit...ever. You can be penalized with a mishap from ammo dice...but never crit.
In our session, part of the issue is that the opponents were armored - something it appears the system doesn't anticipate will be the case most of the time.
We were NOT using a hex map - so distances were sometimes fuzzy. I plan to correct that in the next session as the game appears designed to work best on hex maps.
That said, it still seems that the limited usefulness of ammo dice is outweighed, as of my understanding right now, by the incredible downside.
My suggestion is this:
A: Make Ammo dice stackable with the hit dice - they can affect damage delivered to the primary hit OR be directed against another target - but the shooter must decide BEFORE rolling the dice.
B: Re-label the dice (I know, they're already in production...dammit) with 2 "hit" symbols, 1 "fail" symbol, two 2's, and a 3. Any character result equals one bullet. the digits are what they are. This retains the mishap element, but boosts the positive potential of the ammo dice, and keeps the ammo expenditure down to a more reasonable level.