I was sort of hoping if they put the cruiser in that they would go to an 8-sided die so as to get a better differentiation of units, like in Xeno Games Pacific at War. Actually, if you want to get real unit differentiation, a 10-sided die would be better. Destroyer 2, cruiser 4, and battleship 6 or 7, with a destroyer attacking a sub on a 3, and if you have a Hedgehog ASW tech, a 4 or 5. Then you could also drop carriers to a 3 with no problem for surface attack. Maybe we can test that idea in my game design class next year, assuming that I do not work on it before.
Not sure about radar giving an AA gun a kill on 1 and 2. Proximity fuze I could see that, as that boosted the effectiveness of the US Navy 5"/38 by a factor of 4 against Japanese aircraft and also boosted the effectiveness of ground AA fire by what looks to be a similar factor against the V-1 attacks. Radar just gives you the ability to shoot in cloud and at night. As long as you are using mechanical time fuzes, your rounds per kill does not change much. Right now, I am working on a house rule of a fighter having two shots at a bomber or fighter in air combat if radar is available, as that did significantly improve intercept probability. If a player gets the proximity fuze tech, his AA guns do kill on a 1 or 2.
Be interesting if there are any ASW specific techs.