@Zargon Thanks for the compliment on the AAR.
Solo Mentality = Crotchety Old Guy
For me it is about the aesthetics of the figure scale to the ground scale. If you don't have a problem with the standard move being 3" for a 28mm figure, then the 15mm scale will work for you.
As you have noted, I use 6mm figures and 15mm scales, so I like the looks of the "longer" moves and ranges that 6mm skirmishing gives you. I need an outsized base so my fat fingers can grab the base (not the figure) and I like the effect that it gives that the men are more spread out in 6mm than in 15mm, despite the base sizes being the same in both scales (3/4" rounds) and the intervals between figures being the same (1", per the rules).
To me, 28mm figures 1" apart moving 3" is akin to Napoleonic spacing moving in slow motion, not SciFi. But that is just me. What matters is does it look right to you?
The key to the game is that the D6 rolled for success when crossing gaps between cover is directly tied to the distance moved. So if you decided to double the move distances, you would have to double the dice rolled, or roll 1D6 and double the result. Otherwise the math of the game becomes broken.
I have 28mm 40K figures that I want to blow the dust off of, but I would use double range, double dice on a 4' table. I think 3' could work, but the buildings better be small (like, outhouses) or they will dominate a 3' board.
Note that all of the above is conjecture on my part having played many other skirmish rules (and that I pay attention to scales and math) and not because I have an amazing amount of experience with these rules after having played them once, and screwing a number of things up at that!
I think you will enjoy the rules if you agree with the core design principles of the author (which I outlined in the review). To me, modeling the degradation of the combat effectiveness of a unit is fascinating and pushes my button of wanting to know just how many are dead, wounded, or simply cowering, yet in an easy and manageable way. When I calculated, in the AAR, that the two surviving Minotaurs would have had an activation roll of 1d6 – 6 points it was a real Aha! moment for me. I have never played a game that said "Yeah, they are alive, but so what? They cannot do anything now."
Please read the author's comments on the AAR, as he clears up a lot of the gray areas for me, including the critical one, which is "what counts as a casualty". Given how I should have played it, units would have degraded much faster than they did.
Dale