Prefacing this with "I've not read this over for a while"...
What's the problem with enforcers using imperial guns of any kind? If shotguns are a fair game, why not autoguns or lasguns? To me, any weapon should be a fair game as long as it is not something like repurposed industrial tool turned into a makeshift weapon.
The choice of weaponry for a given gang is meant to help with the overall theme of said gang; autoguns are automatic weapons, which aren't usually associated with keeping the peace, and lasguns are less "shock and awe" than a proper solid projectile.
I suppose there's nothing stopping an enforcer from using a captured/confiscated weapon?
Why are we sticking to 1000cr. equals patrol? To me it seems like an unjust oversimplification. A patrol consisting of rookies is not the same in terms of power/credit value as patrol with leader/heavies.
I agree that it does feel like an oversimplification, and not really moving towards it being a player controlled gang, but it's having to pick from available models and rework out your gang rating every time which is being simplified - for every group of rookies worth "1000" there's a group of leader/heavy/specialist/handler/sniper worth only "1000".
Planned out operations essentially turn off enforcer's gimmick of having to swap fighters, is it really needed?
Are you talking about the turning off of the gimmick, or the gimmick itself? It helps ensure you're not just using the same guys every time, which with their good gear could make them a bit powerful, and they only get to plan/shake up the fighters used when on the offensive.
Leadership gimmick of fighters leaving the squad is just weird. Sure, it has flavour, but by this logic, any ganger with too good of a leadership would want to leave and create his own gang? I don't think that it is needed.
Other gangs can (and should, as they're fun and they're in the rules somewhere?) have different leadership challenges (knife fight, shootout, remain loyal to the current leader) when a ganger has a Ld higher than (/equal to?) the leader, with the loser leaving the gang. This rule simplifies that thematically (enforcers wouldn't fight each other, but they would get recognised as leader potential and be given their own command).
"In addition, if the squad is playing a scenario were the amount of fighters deployed at the start of the game is limited (eg a Raid), then they deploy half the usual amount (round fractions up)." Why not just straight out say that you can never deploy less than 3 enforcers, no matter what scenario says?
Maybe? Might we run into issues with working out numbers, or misinterpretation of deploying a minimum of 3?
"More than a Match" is the result of not having a proper individual fighter's cost, it becomes impossible to calculate an underdog bonus.
I don't understand that comment fully, but underdog bonus goes off gang ratings, with the opposing gang rating being calculated and the enforcers (currently) having flat gang ratings of 1000 or 2000 - it doesn't look impossible to calculate.
My personal thoughts on the gang is that, as it stands, the rules continue it as a cookie-cutter/arbitrator gang with little personality and little to allow for player "customisation"; you start with 10 models, no more, no less, and the composition of the gang only allows for one enforcer to maybe be a sniper (which you'd almost always take?). After the sniper choice, it seems almost always identical.
Having costs attributed to different model types who come with set equipment and possible weapon loadouts, and costs for standard loadouts to put over the top of them (you could buy a heavy but only fit them out with a power maul and shield - "riot gear" - at the outset, hoping to furnish them with a heavy weapon further down the line, or you could buy a handler who includes a cyber mastiff by default, but give them a sniper loadout) would give a sense of player agency to the gang creation.
That could allow for:
A "training academy" of a leader and standard enforcers, with juve equivalents;
A "manhunter" unit with two handlers and a sniper enforcer;
A "crowd control specialist" unit armed primarily with power mauls and shields, perhaps with a heavy armed with a grenade launcher;
The list could go on, allowing for players to mix and match better what they might want in their unit.