I'm still largely unclear why people hated 6th Edition. I mean, they certainly did, but I really don't understand why.
Granted, the 6th Edition Eldar codex was garbage just because of Wave Serpents being obnoxiously broken, but beyond that...<shrug> It was no worse than 4th or 3rd and less complicated and expensive than 7th.
Lets see, hull points, stand and shoot, challenges, magic phase, bring what you have, flyers, super heavies, assigning hits, rolling for individual models... etc. 10 times more rules to just make the game go uber slow, be non competitive without making an exhausting amount of "you can't bring this or use that" for tournaments. They took a perfectly good working format and flushed it. 5th you could walk though a game or play a competative one without having to page a rulebook or a codex every few minutes.
For every rule they added from 5th to 6th they had to add all these specifications. 5th had great flow easy to pick up, hard to master. That is what you want in a game. Apocolypse games was the big event to bring all your friends and your collections and just have a game of it. No one cared if it was balanced as more likely then not several units would get blown off the table by one weapon but there were several more where that came from.
So to recap...
-keep air, formations, superheavies for Apocalypse
-challenges, magic phase, stand and shoot toss them, keep them in fantasy where they belong
-rolling for every model crap, and losing weapons dragging shooting and combat phases to rediculous lengths.. ditch it grab a hand full of dice i failed 5 saves, remove 5 models.
-ditch hull points glancing a tank with handguns is rediculous
I am sure there is others I am missing but those alone added an extra 30min to an hour to most games which in turn meant looking up more rules. None of it was needed and thru the comp game into the toilet. If you want individual models to do things play a skirmish game where you only have 10 or so models doing it not 50-100.