Andrea, on the Concentrated Fire thing, would that apply to leader activations as well - so that a leader can't give a group of Gang archers orders to shoot one target? Or would it just apply to "auto activations"?
Either seems reasonable to me - perhaps the gang is too unruly to listen to complex orders, or perhaps they'll do what their bigger and betters tell them - but if they can't do Concentrated Fire at all, it should probably have a bearing on the points cost.
As an aside (and almost certainly beyond the scope of FiFu), I think that there's a rich seam to be mined in varied group-activation methods. The basic SOBH group system works really well for generic "warbands" (bands of adventurers or marauders), and the Gregarious rule is brilliant for ratmen and certain sorts of orcish creatures. The Taskmaster rule for orcs that Andrea has mentioned on the Yahoo board (+2 to Quality checks, but with the risk that the underlings kill their master is tremendous: it captures the flavour of that scene in LotR in which the tracker orc shoots his uruk boss. As I mentioned on the Yahoo board, I've tried out an "Elite" no-leader activation for well-drilled soldiers, and the guy who's doing Imperial Roman skirmishes seems to be doing something similar for his legionaries; this seems to work pretty well. You could have a "Pack" rule for wolves, hounds and primitive humanoids (apemen, families of trolls), where creatures must do group activations and must follow the Regroup rules - i.e., they have to end each set of actions in base-to-base contact - so that they have the advantage of always moving in concert, with the melee advantages that that brings, but lose tactical flexibility. And there are doubtless all sorts of other possibilities: a "Guard" rule where troops activate as a group around a leader and move with him, for example, or a "Horde" rule where Rabble creatures between Gang and Swarm size might activate in outsize groups of 15 or even 20.
As well as being enjoyable for their "simulation" effects, I think these sorts of rules might allow for battles with relatively large numbers of troops at relatively little cost in playing time.