Boarstorm said:
The simplicity of the system is that when you need "to move outside of the minion rules", you use a non-minion.
Edit: If I'm missing the point of your post, Kraydak, please posit an example for me, so I can better wrap my mind around such a situation.
I have a character who is built around beating people up, and then sucking their life force out (e.g. Orc Bloodrager). I want my foe to be bloodyable, even to the point of killing them more slowly. Minions under current rules=no go. Minions under mine=fine.
The above goes for all character builds which conflict with minion rules, including people who do damage on misses, who can give temporary hp, who can heal, who want to take prisoners, things like that.
Further, if a minion's miniature is already on the board, it is too late to change him if the players decide they don't want to treat him like a mook. Under my suggested rules, you can swap seamlessly.
If you don't allow minions, then you need to rewrite modules. You will (probably) have to drop entire rule sets (in time, you will certainly have to drop entire rule set). Summoning is almost guaranteed to run off of minions, because most of the problems with MS power levels are due to it being hard to find high AC/BAB, low hp/damage creatures.
So, you gain flexibility, and lose... nothing? Nothing that I can see at least. Even if *you* would gain no advantage from it, can you see that others would, and you would lose nothing? If not, I am curious as to why not.