LOVE the feedback. We weren't complaining so much as discussing what could work better and comparing to AoS ways of addressing some of those issues.
1- Overwatch: I really like overwatch. I think it does add a couple things to the game, including that "I'm rolling dice in my opponents turn" aspect you praised about some other mechanics in AoS. And I also think, to steal something Justin was saying, that it adds decisions and tactical depth to the game because there's decisions on the assaulting
player. Assault shouldn't just be "Of course I charge." There should be depth to it - whether or not you should go in with a bait unit first. Whether you should charge that unit of flamer armed types or not. Without it, there's very few reasons not
2- Running: The reason its not in the movement phase is because there's a phase in between moving and shooting. I can pretty much promise you that if it was the way Justin wanted, he'd be complaining about shenanigans with running and then casting Blessings.
3- Formations: You guys had been talking about "Power from Fluff" earlier - the Gladius is exactly that. Take some units you wouldn't normally take, in the "classic" way a Space Marine army deploys, and get bonuses from it. You might not like the "Free Stuff!" version of power, but it's not like you saw a lot of Space Marine companies on the table before Gladius showed up.
4- Moving Rules to Unit Entries: I think this is a big step backwards. It's way easier to say "These are Aeldari Soul-Eaters, they have Fleet, Rage and Counter-attack" than "They have Wrath of the Ancient Gods, which does...". That GW introduced so many "It's like X but..." rules is a problem, but moving it to the unit entries doesn't streamline anything.
1- I'm pretty much OK with Overwatch, although I know others don't like it. I'm not fan of tinkering with the BS, although for armies with ZERO assault abilities (i.e. Tau), I get it. If there were a way to require that you had to "set" Overwatch, I would like it quite a bit (a la Space Hulk/Bolt Action).
2- IIRC, in Fantasy, if you Run, you can't cast. I know it's that way in War Machine as well. I would prefer it in the movement phase, only because it's easier to remember that you want to run. I appreciate the tactical advantage of seeing the effects of one unit's shooting before you decide to run with another one, but there should be more of a "cost" for electing to run and by forcing that decision in the movement phase, you have to worry a bit more about your shooting to come.
3- Warboss Dugg took a White Scars Gladius formation into the top 16 at Adepticon, and only lost because he misjudged a death-star unit across from him. I think the bonus is a bit high, but I agree that it's a fluffy build and I like that it is rewarded with advantages. Doug proved that a fluffy army can go far.
4- I just want "Rage" to be "Rage" and not be constantly changing. That was more of a lament from an old-person's brain. Look at a War Machine unit card -- it has the special power listed and defined on the card, but you can also look at the BRB to see the whole list of special rules (and they are all consistent). So "moving it to the unit entry" for me mean just the same -- have the definition locally as well as globally.
Allies have to make sense.
And you shouldn't be able to put a tank on a landing pad.
And yes, I'm complaining about that last one...