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  1. Just got an idea I thought I'd share with y'all... There's been some mentioning of getting a little unwieldy because of the high model count, possibly raising the bar somewhat for new players joining. Some have mentioned the possibility of splitting factions up in the next edition to counteract this (still many models, but fewer in each faction). There's been some chatter about some mercs being problematic as mercs, but not in their own faction. How about reorganizing how mercs and factions are used? First, split up some of the factions to get more, smaller factions (ie Arcanist split into Mages and M&SU). Second, give the Merc traits to ambiguous units that could go either way. Create a system of alliances (Mages allied to M&SU), and allow mercs to be taken only from outcasts or an allied faction. Outcasts have no allies, but can hire mercs from any faction. This should lower the amount of potentially game-breaking combos in the game, but still allow most crews to stay somewhat intact. It would add a sense of distinction to outcast, which I think could be good. (Not saying this is needed or going to happen, just throwing out a possibility. I think this could help reconcile Wyrd's need to constantly release new models with the game eventually suffering from too much bloat.)