It's a while since I last worked on this, and I know that the announcement of a new SG Design Studio now means that there may eventually be a 2nd edition anyway, but I'd kind of like to press on anyway and have currently settled on a version of semi-auto fire that I'm reasonably comfortable with:
Semi-auto fire is resolved as the overall effect of a burst rather than individually rolling for every shot. The character first rolls for one shot from the burst. If this first roll hits, the character may roll for another shot, but his target number is now the value he rolled for his last hit roll. This process continues until the character either misses a shot (at which point all remaining shots also miss), or all shots in the burst have been rolled for.
Modifiers:
Semi-auto fire doubles range penalties, but has a +10 bonus for weight of fire, increased by a further +5 for each shot in the burst. All other modifiers are as normal.
A character may aim before firing on semi-auto, but all levels of aim are lost after the first semi-automatic shooting action.
This significantly increases the effectiveness of high-burst semi-auto (as compared to the LRB version, where characters tend to end up fishing for 01-05 results), but I think that's fairly reasonable, given that firing a Storm bolter currently feels a little like this:

It's an abstraction, as it disregards the sequence shots are actually fired in, but as far as the game is concerned, it doesn't hugely matter if it's the first or the fourth shot that hits.
I think the rule of thumb for the (rather rare) case that there's mixed ammunition loaded into the weapon is just going to be assuming shots hit in said order, although the GM could certainly randomise it if it's desperately important.
I'm now adapting Full-Auto to the same principles - I'm thinking about smaller bonuses for the number of shots and/or even higher range penalties, but it'll instead get bonuses for firing at a group and will continue to ignore movement penalties, so it'll find actual use in dealing with fast moving or clustered targets.
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Melee-wise, I've been trying to look at whether it's possible to do away with the concept of being "engaged" in combat, in order to allow the system to be more fluid, but it seems like doing away with it entirely may be quite difficult, due to the fact the system does kind of need to allow characters in a brawl to handle their actions one at a time.
I have had a different thought though...
Changing the engaged state so that it's a more general state which a character decides to be in (rather than the rules choosing that for them). If a character elects to be in an Engaged state:
- They can declare their actions one at a time.
- Get free reactions to anything within X (probably about five) yards.
- Become unaware of everything outside that area.
- Characters can become Engaged as a free action (or reaction), but breaking the state mid-active turn requires an action to be spent Disengaging.
- Possibly some other minor things like firing guns a WS test.
This potentially gets very interesting, because it means that the other character
isn't immediately Engaged as well - if, say, Sgt Stone gets within range of Inquisitor Shyloque (who's currently aiming for Barbaretta) and engages, Shyloque has the choice to try and take his shot (but with the drawback that this will give Stone a free reaction and the chance to dive for him*). Melees can also start other than with a charge.
*The melee rules as I've currently got them allow reactive characters to completely forego defending themselves in exchange for a much higher chance at a counter-attack... although they only get that attack if the incoming attack doesn't inflict knockback, prone, stunning, system shock, unconsciousness, etc. of course.
(Remember that in the Revised version, you decide your reaction before the attack is rolled for, so choosing this can be very risky if you're being attacked).
It also has other uses. If, say, a character needs to pick a lock where the need for a successful Sg test means it might take a variable number of actions, this tends to be difficult to declare within the normal rules (although I usually let such things be declared as "As many actions as necessary").
Broadening the purpose of Engage could allow characters to Engage themselves on such things, roll the necessary number of tests to pass and then disengage.
There's quite possibly an exploit I haven't seen yet, but aside from the old "GM hits the player with the rulebook" solution, I think with it limiting a character's awareness range so heavily, it can't be too heavily abused - none of the "Oh, I have three actions, I'll aim, shoot then duck back" stuff that the old Lightning Reflexes got used for, because the target (probably) won't be within Engagement range.
EDIT: As an aside, I may at some point want some volunteers to join me at Dark Sphere to do some more play-testing.