This started as a reply comment to Bob Cordery but sort of turned itself into a post. :)
I was keen on either a roster or a pin/kill result with the gridded game but the RCW & Hook's Farm games went well without it which has given me pause. The roster averages things out, making results more gradual but it does lengthen the game (and affects the activation) and causes issues with the current simple melee rules..
Both of the games mentioned "felt" to me like skirmishes between a handful of companies, which is different than massed close order battalions. I am pondering the possibility of using a version of this to fight battles such as Meani or Lundy's Lane, where a unit=a battalion is a good fit but losing a battalion to skirmish fire won;t feel right and there are other issues, some touched on in the last post.
The mutual destruction melee is also problematic though very Morschauser-ian if I can put it that way.
The effect of losses also changes with the number of units so that instead of 1 unit/1 square = 1 battalion, if I go to 3 units in 3 squares = a battalion then that gets some of the same result as a roster but requires a larger grid (as in more squares vs larger squares) . An added benefit is that armies get more robust and the game more complex in an organic fashion as the game grows rather than by increasing the complexity of rules.
An added advantage of this approach is that a skirmish can take place with the same rules, troops and grid rather than having a small game set and a big game set. The skirmishes can be relied on when time or space is limited and the bigger games indulged in as a special event. The only issue for me is squeezing my big figures and terrain into a small grid. But that is nothing that a little ingenuity and compromise can't handle.
However, another option that I have been mulling in background mode is to have a pin or disorder result from shooting, something easily tracked with a small marker.
I'm also leaning towards a change in melee so that there is a defender roll followed by an attacker roll rather than simultaneous rolls. (yes this is what I do in HofT) This would eliminate mutual destruction, make attacking at 1:1 a dangerous task and would avoid the need for more complex ways of dealing with some of the issues.
Right, I'm off to town to get my reading glasses, have lunch with a friend and play a game of either Wings of War or BKC on hexes.