let me see if my score is ok: the core of the proposals is a choice between a *hard* TR cap and a *soft* cap, also known as "TBB Package".
At last, there is the chance to post an alternative proposal.
The hard cap is the most frustrating thing I ever heard.
Basically, if a team at the end of a game goes over the max TR possible, it has to fire as many players as needed to be again below the limit.
There is already a hard cap for players (7 skills max), but it's not so punitive. In this case it makes sense, it's more than understandable and for me works fine.
Then there is the soft cap.
Apparently it gives the impression of a more balanced solution and it is going to get most of the preferences, but in my opinion it is not so much better than the hard cap.
1)
Removing Aging + Nigglings Rolls each half: This will affect mostly the low armoured teams, who are mostly suffering injuries during matches.
Since bashing teams have usually also AV8 (at least), it's clear how easy will be for such teams develop as wanted (being dice friendly...).
Who gains? Dwarves (all), Chaos, Orcs and bashing teams in general
Who looses? Elves (all), Amazons, Norse and low AV teams
2)
Removing Aging + Negative Winnings: Here also, if your players are healty there is no need to recruit new ones, so who cares of money?
Who gains? Dwarves (all), Chaos, Orcs, Undead (all, they can recruit killed players for free).
Who looses? Elves (all), Amazons, Norse and expensive teams.
3)
Apothecary freebooting + Negative Winnings: sure, to have an apo for 10K only gives a boost to fragile and expensive teams like Wood Elves in the early matches, but later they will need him to save precious players, draining all the resources...
Addiction!
Exactly like heavy drugs: they gives a sense of power at the beginning and then drive you to the grave... ^_^'
Who gains? Short Run: Elves, Amazons, Norse; Long Run: Dwarves (all), Undead (having no apo they can save money).
Who looses? Long Run: Elves (mostly Wood), Amazons, Norse and low AV teams.
Now, it seems to me that these proposed rules are going all towards bashing and high armoured teams.
IMHO, in leagues from medium up to very large, this will lead towards the dead of agile teams because of suffucation from debts or by a boring eternal TR ~150, never growing and never going below.
And going also towards the solitude of heavy armoured teams whose coach will have to fire players in order to have someone to play against (unless they will play each other).
In very small leagues besides, agile and much scoring teams will overrun slow teams taking advantage of the hired apo.
Another possible (and not so far from reality) scenario is a complete separation between high and low armoured teams.
Because of nigglings rolls each half and expensive apos, no agile team will play against bashy teams knowing how probably hard will be their future. This is already happening in large leagues like "Open" in Fumbbl, but imo this trend will be even more visible.
Conclusion:
We are here discussing about this solutions because the game's owner said so.
But, i have the strong impression that this discussion is going in a wrong way.
It seems to me that the problem lies on the amount of skills each player can achieve, because are the skills who kill the tactical options (correct me if I misunderstood).
So, sounds to me more logical to work in this direction.
It could be possible, for instance, to change/fix the spp table, so that it would take longer for the player to gain a new one (I see how races sterting with skills have an advantage, though)
Actually, I see these proposals as a patch that tries to work around the problem instead of solving it.
marco (who hopes to have opened a little window to let new air in...)