The most glaring question is "what is a charge?" I've played a lot of WHFB and "charging" is the most important concept in that game. The BTA rules mention charging frequently but do not define it anywhere. I'm left wondering what happened during the proof-read - was the "charge" mechanic dropped during a re-write or has the author simply gone on the assumption that the reader knows what he's talking about. Particularly confusing is the phrasing on page 6, under the effect of the "Diamonds" cards - "All units under charge order must..." I didn't notice any other references to orders, so I'm left wondering if this too was just missed in a proof-read.
The next biggest thing that jumped out was the point value system. There are quite a few Special Abilities listed on page 8, but no points values associated with them. On the next page there is a system for assigning points values to troops, so the ground-work is there - it is just half-finished. I did come up with points values myself, although some may be a bit off.
The magic system is anemic, to say the least. I'll home-brew some better rules for that. As written, there is an offensive "blast" and a defensive "shield" and that's that.
Morale / rallying bothers me as written. More on that after I play-test though. I am curious about what happens to a routing unit that is contacted by enemy troops.
As I said at the beginning, I like the basic structure, the details need to be picked over with a fine-toothed comb. I suspect that the playtesters all know the author and didn't have simply the written rules to go by.
My quickly compiled list of Special Abilities Points Values
Thick Hide 8
Multiple Attacks 2 X FC
Quick 3Resistance 20
My 2 Cents...