Just a few thoughts, having read all 32 pages of the thread *pant, pant*
If you're still having troubles with bio-explosive ammo, I offer what might be considered a less complex solution. Rather than using a template to represent the explosion, assign d3 extra hits to the unit, which wound on a roll of 4+ and ignore armor. Due to the majority toughness/armor save rules, this change should not affect the overall impact of the weapon (ie, it'll be really hard to have the weakest model in the squad die and take out a terminator in the explosion). It's a little easier than trying to figure out who died to the explosive shot, I think. If you think it's necessary, add a line that states that each surviving model in the squad can only be hint once by this effect, even if there are less survivors than extra hits.
Second... am I reading the powerglove entry correctly? It seems to me that a model with a powerglove attacking a multi-wound creature with, say, T6, automatically kills the model if it wounds it once, since it can only wound on a 6+. Perhaps this should be changed to trigger on the to-hit roll (rather like rending) so something like "If a stormglove attack hits on a roll of 6, a successful wound will kill the opposing model outright, regardless of wounds (the model is allowed an invunerable save as normal)"
Anyways. Other than that, congratulations to Rasmus and all who contributed their ideas, this is excellent work