The points value for the bad guys was far higher than the good guys, but they got hammered in both my trial sessions - admittedly this could have been because the scenario favoured the good army or because the bad army was pure skirmish. I do have a suspicion that the points score for movement is a bit too high compared to the other values.
Scenario can make a huge difference in battle outcomes especially if one side is favored by the set-up. This can be further exacerbated by the build of the forces involved. Since the game uses RTS style counters, committing to running an army mostly made up of a single unit type can be really dangerous [especially if the other force has some effective hard counter units!].
The points for movement are solid. The power of maneuver combined with Overdrive and effective use of command points ends up having a synergistic effect.
I was also tempted to house rule the 1=dead thing, not a big fan of instant death type rules.
It's your game now, so feel free to house rule anything you like!

If it makes it feel more fun for you, then it's a no-brainer.
Because of the different ways that many units in the game take damage that negates instant death from a critical strike [behemoths, hordes, swarms, etc.], the rank-and-file units having that rule represents their relative fragility when compared to the tough units and creates the opportunity for a bit of drama, story, and excitement when poor CQ units face off against elite units.
Keep in mind, you can always use the heavy armor trait to stop the elimination on a critical strike. If it helps you from a conceptual point of view, then simply rename it the
tough or
resilient trait.
