That's reasonable and on my part I'll try not to rush through it!
So! Long time coming, but big thoughts on mechanics:
I'm not sure how many of you agree, but I feel multiplicative calculations for Hits are, well, proving a bit clunky. I think there might be value in instead declaring that an enemy simply deals a set number of Hits on meeting a Resistance? Rather than having to determine how many times over the Resistance has been beaten. A mob might deal 1 Hit, an elite 2, a boss 1d4, and so on
(I'll also start posting statblocks for enemies/challenges. I did say I'd start doing that months ago, but I mean it this time! Not knowing an enemy's stat until you challenge it/reduce it doesn't really add anything to fights, and showing the numbers up front means players can get more done when I'm not there to reply)
Defence started off being exactly like Armour Class, and I think I'll make a change to that: a miss now deals half effect instead of none. In practise the half damage might well fail to meet the Resistance anyway, but it does mean basic attacks are less likely to be wasted.
Here's something I'm less certain of implementing, but I'm intrigued by it all the same: declaring that Defence is challenged by the d20's natural roll. But if the total roll beats a Defence by 10, +1 Hit. By 20, +2 Hits, and so on.
This would mean modifiers are important but the dice always plays a part. Normally I'd be wary about something like that, but coupled with the Defence change and the idea that every fighter is competent and "misses" are more like glancing blows, I think it might work. Proviso: mobs still miss when failing to meet a Defence. Because they're mobs. You can definitely dodge crappy drones far more easily than trained killers.
I obviously won't implement massive changes like that without running it past the people who are actually playing the game, but I'd be interested to know what everyone thought!