Hello JawRippa,
To me, it is a failed system, but of course it depends on what is each one's definition of a failure.
I don't mean it is not (more or less) playable, which would be inaccurate. I don't mean you can't enjoy it, which would be inaccurate.
Everybody is referring to the activation change to underline one of the reason N17+ is not so bad. This is a great example IMO. Group activation was an industry standard back in the 80's and 90's. From Blood Bowl to Necromunda through WFB and W40K. Now the times they are a-changin' and the industry standard is more oriented toward single alternative activation. N17+ designers didn't come with a great innovation, they just sticked to the new industry standard because it would have been seen as a step backward and old-fashioned not to do so...
So where are the innovations ?
IMO, the designers were unable to think outside of the box. Skirmish tabletop game is a great opportunity to do so and the underhive environment offer a specific multilevel game system that calls for very specific rules. But what did they do ? A game that cannot make a firm choice between 2D and 3D and when I look at some tabletops I only feel a bit of pain and frustration for those maze-wannabee terrain sets which are more like a new Space Hulk than a new Necromunda...
Those hundred of pages of rules are non-sensical. If you cannot deliver a skirmish games with a rules set under 50 pages, it is a failure. Skirmish games are for players who want to paint few miniatures and play quick. If you need to train an Arbitrator that has read and ingested 18 books to rule your games, it is a failure (whatever the game mechanics). if you cannot play a quick game with a teenager whom you explained the core rules for 15 minutes, it is a failure.
The designers have taken the path the wrong way : more weapons, more weapon-specific rules, more gangs, more gang-specific rules, more terrain, more terrain-specific rules. It should all have gone the other way : more weapons, more standardized and weapon generic rules, etc. Simplify and standardize, rule any non expectable situation through simple defined mechanics (in soccer, which is one of the simplest sport, you have the drop ball rule for when imprevisible situation not covered by the rules still arise).
It is a failure IMO from a creative point-of-view, not from a gaming point-of-view. But N17+ is not a specific case, it is a clear tendancy among GW products for at least a decade. Traditional conflict between corporate spirit and creative spirit).
That's why I can understand a position which advocates the lesser change, but I cannot support it. You would never be able to compete with the official rules - whatever their flaws - and have your version widely accepted - whatever its superiority. You are basing your thinking on a wrong statement : if my rules are better, people will use it. No, the choice of a rule set is not a rational process but a gregarian one. You play what your group plays, and your group plays what the community plays, and the community plays what the community influencers tells to. And at this game, GW is a great community inluencer.
Anyone can sit behind a desk and add fluff or new rules to an already set of layers and layers of half working rules. It doesn't require high creativity or innovation.
But to design in 50 pages a totally new game system, that was the challenge with the new Necromunda. And they totally failed.
(But they still sell their books at premium prices, and fully knowing that they are not part of a coherent ensemble and that they are flawed with many contradictions. If an indie gaming company would have put out such a product, every reviewer would say : nice effort but correct it, amend it, shorten it, make it playable and then maybe gamers will use it).
As a player, I would never make the effort to learn a "new" game system that is, in fact, only 20% different form an already existing game system (not talking about new versions of the same game of course). And if the already game system is the widely accepted one, who will play the alternative one, but a handful of hardcore rules specialists ? I am afraid that is what all your great efforts will lead you to.