In reviewing this idea over the last couple months, I have come to one conclusion. I'm not going to be happy with the idea if most of the results do the same, boring, thing. In other words, we don't need three skills (POn, Claw, MB) that all do the same thing (i.e., add bonuses to AV rolls), no matter how well they mix. (Or "how poorly." Recall that Claw and POn do not combine in the current rules.) What I'd like is a system in which all the mechanics are different without being terribly ornate. Marble is good.
So, here are the list of changes, with very short notes (usually regarding knockdown numbers) after each. I'll follow them up with a list of general playtest issues to watch.
Blocking Skills
Claw: A player with a claw may roll 3D6 instead of 2D6 when rolling an armor roll caused by a block. His coach may pick the best two results to use for the armor roll.
* No skill vs AV8: 27.8% AV breaks
* Old Claw vs AV8: 58.3% AV breaks
* New Claw vs AV8: 52.3% AV breaks
* No skill vs AV8: 4.6% CAS rate
* Old Claw vs AV8: 9.7% CAS rate
* New Claw vs AV8: 8.7% CAS rate
Mighty Blow: A player with this skill may add +1 when rolling an armor roll caused by a block.
* No skill vs AV8: 27.8% AV breaks
* Old MB vs AV8: 41.7% AV breaks
* New MB vs AV8: 41.7% AV breaks
* No skill vs AV8: 4.6% CAS rate
* Old MB vs AV8: 10.0% CAS rate
* New MB vs AV8: 6.9% CAS rate
Piling On: The player may use this skill after he has knocked down an opponent as a result of a block, but only if he failed to beat the victim's armor. The player may fall on top of the victim, allowing him a new armor roll with the following modifiers:
* Stunty: +1
* Man-sized (non-Stunty, non-Big Guy): +2
* Big Guy: +3
No other modifiers apply to this roll. For obvious reasons, a player who uses this skill is also knocked over. Don't make an armor roll for him, however, as his fall is cushioned by the victim! Note that the piling on player is knocked over in his own square rather than that of his victim. (It is assumed that he rolls back there after flattening his opponent.) Piling On does not cause a turnover unless the piling on player is holding the ball.
* No skill, ST3 vs AV8: 27.8% AV breaks
* Old POn, ST3 vs AV8: 72.2% AV breaks
* New POn, ST3 vs AV8: 69.9% AV breaks
* No skill, ST3 vs AV8: 4.6% CAS rate
* Old POn, ST3 vs AV8: 12.0% CAS rate
* New POn, ST3 vs AV8: 11.7% CAS rate
Pro: Note that Pro can be used to re-roll AV (but not INJ) as per the New Idea thread. Note also that the rates below assume that the player does not have to use Pro earlier in the turn, so numbers are slightly inflated compared to damage skills that are always available on a knockdown.
* No skill vs AV8: 27.8% AV breaks
* Old Pro vs AV8: 27.8% AV breaks
* New Pro vs AV8: 37.8% AV breaks
* No skill vs AV8: 4.6% CAS rate
* Old Pro vs AV8: 4.6% CAS rate
* New Pro vs AV8: 6.3% CAS rate
Razor Sharp Fangs: The player's fangs frequently turn minor scrapes into gaping wounds that require immediate attention on the sidelines. If this player commits a block that results in an injury roll of stunned, roll a D6. On a roll of 4 or more, the result is treated as a KO instead.
* No skill vs AV8: 11.6% "off the field" rate
* Old RSF vs AV8: 20.0% "off the field" rate
* New RSF vs AV8: 19.7% "off the field"
* No skill vs AV8: 4.6% CAS rate
* Old RSF vs AV8: 11.6% CAS rate
* New RSF vs AV8: 4.6% CAS rate
Star Player Points: A player is awarded a casualty if he pushes an opponent into the crowd and it results in a casualty.
Team Re-rolls: Note that Team Re-rolls can be used to re-roll AV (but not INJ) as per the New Idea thread.
Fouling
Foul Action: You no longer receive +1 to the AV roll for making the foul unless the fouled player is already stunned.
Dirty Player: A player with this skill has trained long and hard to learn every dirty trick in the book. If he fouls an opposing player, add +2 to the armor roll. Note that the player may use the skill only if he makes the foul, not if he is lending an assist.
IGMEOY: The Ref Roll remains a constant 6. The IGMEOY counter is not used.
Sneaky Player: The player is very adept at getting his foot in when the other team isn't looking. A player with this General skill may assist a foul even if he is in the tackle zone of an opposing player.
Star Player Points: A player is awarded a casualty if he causes one with a foul.
General
Stunty: The +1 to injury mod is removed. The passing range restriction remains.
Goblins & Halflings: Reduce the Goblin's AV to 6.
Skinks: Skinks are no longer Stunty. They have access to both General and Agility skills.
Miscellaneous (non-INJ related)
Diving Tackle: The player may use this skill after an opposing player attempts to dodge out of his tackle zone. Place the player prone in the square vacated by the opposing player, but do not make an armor roll for him. The opposing coach must then roll two dice for the dodge roll and use the lower result. If a player attempts to leave the tackle zones of multiple players with this skill, only one may attempt a diving tackle.
Jump Up: A prone player with this skill may stand up for free at the end of the opposing team's turn, but before his own team turn begins.
Leader: The player is a natural leader and inspires the rest of the team while he is on the field. Having such a player on the team allows his coach to take a Leader Re-roll counter at the start of the match and place it next to his dugout. The counter may be used to re-roll any one dice roll made by a player in that team during the turn, so long as one or more players with the trait are on the field at the time. Normal restrictions against re-rolling injury rolls and re-rolling the same die roll more than once apply. Note that a team may only ever have one Leader re-roll no matter how many players have the trait, and that you can use a Leader Re-roll and a Team Re-roll in the same turn.
Trophy Re-rolls: These function exactly as Leader Re-rolls. You can use them once per game to re-roll any one die roll, and you can use a Team Re-roll in the same turn.
Very Long Legs: Add +1 to the dice roll whenever the player attempts to intercept the football. In addition, opposing players may not use the Safe Throw skill against this player - he's simply too tall to avoid!
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Ok. I think I got everything. Those of you interested only in the no-IJ mods should feel free to ignore the Miscellaneous items. And don't change Skinks if you really don't want to do it. But I think you'll be missing out

Things to watch for:
* Mighty Blow: It gives the same AV breaks, but will it be enough?
* Fouls: Possible IGMEOY at +1 to the Ref Roll if fouling is a bit too advantageous.
* Stunties: If they need to go off the field more frequently, allow opponents to count an INJ roll of 7 as a KO. Alternately, -1 on all attempts to recover from KOs.
Cheers!
-Chet