Sure, having things be different each new game is important to replay value. I don't think non-random combat would be all that bad (I'd very much support making it less random than it is now, in fact).
Some tanks in rough terrain or a town without adequate infantry support can be attacked by molotov cocktails or RPGs -- even by warriors, blast it.
Nah, reducing randomness
(especially in combat) would be good for only the 'gamey' option. Particularly since the HP have been doubled to 20.
-- Tangent #1
Though I wouldn't mind a HIDDEN promotion based on the first time a unit has a combat result 'outside the normal curve,' which would be something like 'wretched', 'abysmal', 'great', or 'heroic' leadership. These promos would have an affect on future battles, and after a few subsequent battles you would be informed in what direction it was. A few more and it would be better specified.
Cashiering a bad leader (gets rid of the bad promo only) would cost something, though not necessarily gold ... or more than just gold. Retiring a good leader would gain gold or something; a 'heroic' leader would grant a RANDOM great person (perhaps even a GGeneral) at the capital.
-- Tangent #2
Once we have game core access and can teach the AI to not be CONSTANTLY shuffling its forces, I think we should have a unit which uses movement points (to move or for combat) cost a gold and/or a HP. This could be limited to outside of borders for movement.
As it is, aircraft and melee units lose 1 HP minimum in combat. So should naval and ranged/siege units when they attack. With only 10 HP this is a bit harsh; it fits well with 20 HP.
-- Tangent #3
I want (very much) for units in rough terrain to be invisible (i.e., must be adjacent to spot).
-- Tangent #4
Reduce the ground-unit penalty of siege units. Siege units which gain the Siege promotion (vs. cities) however, become HEAVY artillery and suffer a movement penalty -or- takes 2 MP to setup.