I still play the odd game of DR. I have recently tried a different approach to get around the problem on an early failed activation completely ending one players turn.
Instead the failed activation ends only that units turn and transfers the initiative to the opponent who will keep activating units until he/she fails an activation. Then the initiative returns to the original player and so on until each player has activated/failed to activate all units. The turn then finishes. Players dice to see who gets the initiative first and start over again with a new turn.
I play solo, but I imagine this would keep all players involved and not leave them with the feeling that there is nothing to do if they fail an activation early.
Bob activates unit A but fails with B.
Initiative moves to Sue who activates units 1,2,3,4 and fails to activate 5.
Bob now has initiative. He has activated/failed with A and B but can now activate C, D, fails on E (his last unit).
Sue regains the initiative activating her last unit, 6.
The turn ends.
Dice for initiative.
I have a small marker by each unit, once it has been activated (or fails) the marker is removed.
This seems to work well but, having only used this in three games, some glaring problems may still appear.