Interested to hear what tweaks you've done to make DR better for larger games?
I am still evolving my tweaks. Some of them are below:
Use a lot more points. Often up to 40.
All units occupy the same frontage - I use 12cm.
I use the optional rules about flanks and rear attacks.
Units face the direction they moved in. Units can still move any direction making sure to measure from the part of the base or figure that has to move furthest.
Friendly units can be placed within 1" of each other.
Allow for up to 1 commander for every 6 or part of 6 (this should have a points cost but I haven't yet decided what this should be). A force with 15 units could therefore field 3 commanders as it has 2x 6 units and then 3 further units making a "part of 6".
Commanders can add a number of combat dice to melee depending on their rating and how much risk they want to take. More combat dice added means more risk.
Commanders have a certain number of command points that can be used on units within command range (I am still deciding on what this should be) to mitigate low activation dice rolls and courage rolls. These replenish at the start of each turn.
Command points can also be used to prevent impetuous charges. If successful, the unit can later make a normal move.
I have some basic interpenetration rules for light missile and scouts - still needing some work. This does risk disorder of the unit being interpenetrated.
Being routed through or having a unit pushed back into another unit risks disorder of the unit behind.
That is about it.