Through the years Epic Alight went through many changes, switchbacks until it reached it's current form. With version 1.6 NOV TOTAL the game meta from test battle experience looks like the following:
1. It is free to create almost any size and unit compositioned formation. Activation is important, so it may be good to have singles. Due to havoc rule (1 blast for 6 shots), and small size, single formations are mostly ineffective in combat. (it is intended!) Two formations merged (dual) are the real combat formations that can make some damage / blast, and bear them for a degree. Three formations merged (trio) receives CAB, which makes them viable option, and also the main battle force each. Packing up more formations will mean less activation, and that could be a disadvantage. (it's still an assumption)
2. Range is king. With overwatch gaining move or +1 to shoot (if not moved) and boundless garrison, these things became important assets of the meta.
3. Split fire is in the game, however it is still valid to focus fire. Usually splits are used by main battle forces, combat formations to eliminate smaller targets or to utilize AP, AT firepowers.
4. Hide and concealed advance is a fine addition, yet not that powerful, especially since aerial recon is introduced!
5. Air game really went on steroids. They got upgunned, and also get the flexibility to merge / split during battle!
Air transportation also got their power up with the ability zo free bring, pick up any formation and still disengage!
6. On the other hand, ground anti air, and even CAP, dogfihts are made more stable, and hard or even impossible to evade. Currently aircraft can strike anywhere, making a real punch, but a solid AA bubble can push them back with blasts and some lucky kills here and there. And aircaft can't capture or contest. Only ground forces can!
7. In assault both CC and FF is viable, the FF domination is successfully reduced.
8. The 50 cm no enemy bonus in Rally made true retreating mosty the best option when breaking.
9. Victory Condition cut back to objective capturing only, brought back manouvre to the game. (since the many changes that upgunned everything)
10. War Engines life were made better by the ability to hold more blast marker, and the removal of criticals.
11. Logistic Points works well. It is good to have 10+ in normal battles (4-5000 army point). They allow to come back from a broken, losing battle, reducing the snowball effect!
12. CSB adds enough characters to grease the command structure. It is good option to have 1-2 inspiring or faction special CH.
13. Spacecraft is big mystery. Sometimes it is very powerful, but whenever scatter rolled too high, it could have terrible result. They definietly have a very high impact to the game.
14. Beacuse of this, orbital defense towers are considered a solid blitzguard (ranged ones). I can see that new / casual players may agree to completely disallow spacecraft intervention and orbital defense from their game!
15. SM / CSM got reverted, as they were too powerful with double hp, double attacks. Now as with original, only blast marker holding is doubled.
16. Though Action Test failure is less restrictive, it is still important to activate well. IMHO the original game were too much, as it prevented initiative retaining, and many key orders to play out! This was the very first thing I have changed when started converting the rules and it works excellent since!
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17. Rally is a bit more important hence all the buffs to increase the chanches!
18. Dangerous and difficult terrain, and minefields are a thing!
19. Ground reinforcements, off board arty / AA are there. So far the most use were from skimmers as they can't start hidden in deployment zone, and are usually fast enough to arrive good, from table longedge.
20. Opting for 1D6 via CH-s taking dire actions in assault is fun!
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Enjoy!