Another big issue is that mortal wounds are good against everything.
Heavily armoured target? Mortal wound ignores his save
Lightly armoured target? Who cares, mortal wound is just as deadly.
Some of the abilities like for example the lord celestant have literally nothing you can do against them. You can't interupt the ability like you can do with spells, you can't prevent the triggering situation from happening like you can do with saurus Knights, you can't make it harder by lowering the roll with a debuff, you can't save it, you can't even send in cannonfodder to eat the initial blow. It's just there as long as the Guy's in range and alive.
The following is needed:
- Add in a general save mechanic - this will stop it from being good against everything. Against cannonfodder it'd make it just a "normal" attack, but against heavily armoured targets it'd actually be the powerfull attack it's intended to be
- Add in interactions for abilities (imagine unbinding but for abilities) so opponents can send in a counter-unit to interfere
- Stop making abilities that just trigger, make them require some sort of situation (e.g. unit needs to charge, or stand still this turn etc.)