Hiya.
Make it run better? Nope. Pretty clean and simple system.
What we do for our WHRFP (1e) is allow someone to take a skill up to 5 times, each time giving a +10%. If the skill doesn't give a %, but a flat out 'you can do this', or it's an increase to a Stat (S and T usually), then obviously you can't take it...it's for "normal % based skill/stat bonus situations".
The other thing we do is allow for ever so slightly more Fate Points to swing by more often. Warhammer is already a deadly as hell game, so having a Fate Point to save your ass is always a good thing...so PC's can usually get one every successful "goal completion", but during the completing of that goal there's a good chance the player used at least 1 FP to begin with.
Lastly, art and flavor trump mechanics every time. Warhammer is, IMHO, primarily a game about setting, feeling, flavor and visuals. We take that as gospel, and if something looks cool or feels right, we do it. We will happily ignore "WFT?" moments in favor of it just being "cool" (e.g., when in a sewer and you encounter a half dozen giant rats...and one or two have ritual scaring on top of their heads and/or ear-rings...I mean, who goes around piercing rats ears?...but it sure looks cool, so it's in).
Oh, I guess *this* is the "lastly": We run it with a heavy Cthulhu-esque underpinning. That is, the bad guys are doing X. And X will be completed in Y time. If the PC's don't pick up on X, and Y expires, Z happens. This can easily mean an entire town gets swallowed up in a festering pit of chaos spawn...including the PC's who were happily sleeping at the inn 'resting'. This is usually where Fate Points get used up en-mass.
^_^
Paul L. Ming