Arkhandus said:
Umm, what?

Well, I guess your blog post has a point, but I'm not quite sure how it'd work out ('specially since you have described yet what your plan is to get around the preliminary stuff).
Well, before you alter how the game works, and fix anything you perceive as a problem, don't you need to first figure out how the game SHOULD work and what you perceive AS a problem?
And before I propose anything like that, wouldn't it be nice to see where I was coming from?
So that's what the blog post was about.
Begin at the beginning. I'm trying to let folks know about the thoughts that have been bubbling around in my head, as someone who has run hundreds of modern games in all types of genres over the past few years.
I'm also not sure that some people don't enjoy the planning and preparations for an operation, but it probably depends on the players and the op.
Again, I'm not talking about limiting options. Enjoying planning and prep isn't the same as having each player make the same Research or Gather Information check in turn to try and gett a piece of key information.
I'm strictly talking about removing some of the randomness from non-critical parts of the game.
But, random aside:

What D20 Modern needs is fixes to autofire, handling nonlethal damage/unarmed combat, and probably something to make action points more meaningful in impact.
I'll get to those parts of the game when I get to them. Again, begin at the beginning. I wanted to look at every aspect of the game and examine all of it. This is where I started, because the gamespace is the fundamentals that everything else is built on.
From there, I've moved into skills, because that seemed like the natural progression.
I have changed autofire and other aspects of combat in some fairly serious ways, because they do need work.
This blog post though, was basically about how I started on this process of doing something more comprehensive than a few limited fixes.
Sorry my blog post was more preliminary than you would have obviously liked it to be.