Have you tried this rule out Sir Silibuster?
1/
Instead of moving one figure or making one shooting or fighting attack, roll a D10, divide by two and round up. Move that number of figures or make that number of attacks before play passes to the next player:
This does not only speed play. It is now possible to rush locations before the enemy can react and to pin enemy groups down before they get the chance to escape. Attacks should be launched when you have the initiative. Whereas having a good leader is normally a moot point, using this change they become a considerable asset.
2/
There is an additional -1 pluck modifier if a figure is hit by a volley or mobbed:
This speeds play by cutting down the number of shots or combats. The world also becomes a more dangerous place.
3/
Instead of the break off roll being the figure’s pluck plus the number of enemy figures it is contacted by, make it the figure’s pluck plus twice the number of enemy it is contacted by:
This speeds play because it is a lot harder to avoid combat. As the enemy may move more than one figure at a time, you can easily find yourself pinned down.
The above has been tried. The jury is still out but it is not only faster but also tactical on a small group scale. There are some hard decisions to be made and some big risks to take. It probably also means that we could increase the size of the forces being used and still easily finish the game in an evening.