IMO it is a game of inches. The scenarios previously stated (to cover or to charge, in short, amongst others) obviously have import to the game. If there is nothing going on, like in turn one where Joe Nid simply wants to push everything forward and there is nothing that could possibly happen, then fine. Even though I like to think of myself as laid back and like to think that I play the game as such, I get pretty anal over inches. FoF in the movement phase gives an advantage and shouldn't be done. It is a tight game.
Should Tau be allowed to use their jump packs in the shooting phase? JSJ? basically I know I'll move forward and shoot and then retreat. So should I just add six inches to the range of my weapon and stay put? Obviously not. amphetamine parrot happens in the shooting phase. It affects the game.
Time? we all know that the game takes longer than we would like (putting up with your weird gaming friends is something else isn't it?). Most of my games are a full evening event (what with beers and the smoke breaks and the pizzas and the rules clarifications.) To shave off some time by FoF in the movement phase where it doesn't matter is fine, but to potentially affect the game in the interests of time is counter productive IMO. Why save five minutes when you've invested 4, 5, 6 hours? To sit through a Guard shooting phase is hellish. "oh wait, I forgot to shoot with my second reserve command squad infantry platoon". It is time consuming. Should we then do something like "allright, why don't you just make 3 armor saves per model and lets get on with it" no. (stupid, extreme example)
despite the tone of my post, I'm not super adamant about it. I just think that with moderate to veteran games it does make a difference, And if there is so much dissention/debate about the issue, then playing by the rules is probably the best bet.
later WG