We've also dropped miniature counts down with 16 minis in 28mm games and 18 minis in 15mm games. Large units do look lovely, but are quite impractical unless you own a barn or something.
For measuring we use 2/3 ranges etc. in 28mm and in 15mm converted everything to centimeters. Also in 15mm we've added to the range of artillery. Short and medium distances stayed the same and long distance has 12-24cm more depending on artillery size. We felt that artillery often didn't have much of an impact after the beginning as they started lagging behind advancing lines so added range enables them to participate earlier and longer. And throwing 1 dice per battery still isn't radically effective so didn't change the game too much.
We don't use the "With me" commands as they seemed a bit daft.
In a broken brigade all "Shaken" and "Disordered" units are removed from the table. This is to speed things up as we usually play with 60+ battalions per side so it's helpful to remove units from the table when they aren't of much use tactically anymore.
Russians have +1 Stamina to represent their stubborn defence. Black Powder recommendation was that they automatically pass the first break test in a battle, but we felt that was too powerful and ground combat down very fast.
Commands are given to a minimum of brigade level formations until they are close with the enemy. Light cavalry, marauders etc. are a different thing naturally, but we've wanted to keep tactical formations like brigades working as a group instead of units wondering around in different places. Once again partly stems from us playing mainly larger battles with 10-12 brigades per side minimum.
We've also been testing operational commands given to divisions etc. at the beginning of the battle where they would be give a command to for example advance along a road towards known enemy positions. +1 to command roll to make them easily passed and usually granting 3 moves. This allows for units to quickly move to combat areas at the beginning of a game.
Artillery gets the same command bonus as the units in their brigade. For example if all the infantry in a french brigade are in an attack column, then their artillery also gets the +2 to command rolls. We usually ran into the situation that when reserves moved into the area their artillery started lagging behind everyone else.
That's all I can remember straight away