Bump all ranged damage by 3 do the armor as I suggested. Add 1/2 strength round down to melee weapon damage.
What about 1/2 strength rounded down using one hand, and straight strength if using the weapon 2-handed? It would make that troll with a battleaxe waaay scarier to get into combat with.
Assault cannons are 6dv 9dv under my proposed house rule. With 1/2 strength trolls out do that but not ludicrously. Full strength damage gets in the 20dv range which just breaks the game.
Personally the more I think about it my fixes will be 2dv per net hit to damage and armor as I outlined above or it just adds to soak. Have it fiddle with it. For melee just change the attack stat to strength and give unarmed a base damage of 1.
I’ll probably add modifiers back into the game adding edge on top of that instead of foolishly replacing them. But instead of a dice pool change make it a threshold change. You need a hit to hit. Which does base weapon damage. Net hits increase damage. Have 2-3 sections of modifiers each with 2 levels. Each applicable mod adds to the threshold by their level. So like poor lighting might be 1, blind fire 2, rain 1 a big storm 2. Poor light in rain would be a total of 2 so your threshold to hit a unmoving target is 3’ their defense if a moving target adds to that threshold. Gain edge as above. Edge on attacks can cancel penalties 1 per.
That way it’s still pretty simple your dice pool doesn’t change just the number of hits needed. No real chart is needed it’s a simple calculation partial problems 1 massive problems 2 3 categories visibility, range(medium, long), environmentals. So like long range, blind fire, in storm level winds just to hit an unaware target its 7 hits. Usually it’s just range and visibility but crap weather sometimes is in the story.
On phone assume errors.