Greetings!
Having been introduced to RT as a player some time ago, and having some GMing experience in other systems (including a bit of DH 1st edition), I've been thinking of trying it out as a GM. As such, I must ask: What are, in your opinion, the most glaring rules deficiencies that are in dire need of houseruling one way or another? Basically, where is the base system somewhat weak or occasionally failing to deliver that should be addressed by GM? What is the general consensus on the matter?
For example: I've skimmed the forum, and found several outcries and solutions to ship combat ("mathhammer" variants of various kinds). Reading the books as a player I recall finding that, from statistical standpoint, Miloslav Warp Engines were plain better than normal ones, even without factoring in the power/ship space differences (they are actually less dangerous because of the reduced voyage duration length). 'Endurance' Motivation seems underpowered, but that is probably more of a problem with 'Fortune' being so far ahead of everything (although, on second thought, this might be less glaring problem than otherwise thought). Rules for 'Accurate' on non-Basic weapons seem lacking in comparison to those pertaining to Basic weapons (esp. between Needle Rifle& Needle Pistol, both supposedly being excellent assassin weapons). Et cetera. What else?
As I'm just starting to GM RT, I figure a lot of such things will just come into the open naturally, as the game progresses, but I think the players would very much prefer if I could give them a preliminary list of houserules before the game starts, if at least on the most important issues that need addressing. I'm pretty sure I can dig up someone else's existing houserules, or brew something on my own, but the biggest problem is the lack of knowledge where to look and what is wrong with a particular rule. Thus, asking for your advice born from experience.