A lot of these look really cool, though the formatting is making some of them a little hard to read (the chart for the movement rules is particularly rough). I particularly like the Hero Team and Factory rules, and the Hardening rule is also very interesting. I'll definitely be using the Hero Team rule (or the similar rule that Voin came up with) for my special forces team, and I think I can find a use for the factory rule too.
While I'm at it, I'll post a few house rules of my own.
Heroes and (sufficiently badass) officers are exempt from any rules limiting what weapons they can use (such as duel wielding heavy CC weapons or pairing a longsword with a rifle). This rule doesn't apply to characters who attempt to duel wield Katanas.
Heavies can move and fire their oversized weapons on the same turn, provided they receive a skill boost of some kind (SN dice, Benny, etc).
Any unit making a surprise attack or ambush (such as a ninja leaping out of the shadows, or a stealth tank decloaking) receives a 1d6 bonus die. That die must be used on the turn that its earned, otherwise the bonus is lost. The unit can only earn one bonus die per battle (after the masked slasher jumps out of the bushes and slays one promiscuous teenager, all the other teens will know he's out there and won't
if he emerges again).
Cumulative Fear: After seeing an enemy do something scary to one of the witness's allies, (such as grabbing someone and pulling them into a ventilation duct, appearing behind them and dragging them off into the darkness, or doing the old "Mirror Scare
" routine) the witness gains a fear token. Each fear token reduces their use rolls by 1. They will continue to accumulate tokens until they either reduce their use roll to -6 (at which point they are too terrified to try fighting back), or until they successfully injury the enemy (note: this means they must inflict damage, not merely hit them. Watching the knifing wielding killer take a bullet to the chest and keep coming doesn't make you less scared of him. It might actually make things worse). If the scared minifig manages to injury their attacker, all their tokens are removed, and they cannot receive any additional tokens. In addition, all minifigs who witness their success lose one fear token.