Yes, I am quite insane :-D
As for how I got it all to fit, I typed it into a Word document, and then copied and pasted.
I plan to playtest these rules and modify them as needed. I was trying for as much historical accuracy as I could with the starting forces, while making the minimum number of changes to the official rules. I got the idea from World in Flames, which is a great game, but, practically speaking, unplayable. Even if you read and understand all the rules, finding one or more opponents who also have read and understand the rules is pretty much impossible. You can, however, play Axis and Allies while you’re drunk (Been there. Done that. Got the T-shirt.) But I like the idea of having the same basic problems, options, starting forces, and deployments the real military and political leaders of the time had to face.
Now, I’ll admit that the Vichy France rules are a bit more detailed than most A&A players prefer, and I understand why the game disigners decided to just leave them out. But, if I was going to give the French a realistic starting fleet, I had to have the Vichy option to keep the combined French and British fleets from blowing the Italians out of the water on turn one. It also gives the Allies the same uncertainty about what the Vichy French forces would do if their territories were invaded. Historically, it was a major concern for the British. Remember that they actually bombed the Vichy French fleet in port in North Africa, killing, IIRC, a couple of thousand French sailers , because they were afraid of having it fall into Axis hands.