So I came up with some ideas for playing large scale games(1000 pts or more) to make it more interesting,
Fire Groups: At list creation, you may combine 2 of the same type of unit into a larger unit. The combined units must be of the same unit type. IE: 2 Stormtrooper Squads, 2 Rebel Trooper Squads, 2 Speeder Bikes, etc... You may only combine Trooper units and vehicles that have 2 or more figures in the base size. IE: You may combine two Speeder Bike units into a larger unit, but you may not combine two AT-STs into a larger unit.
These larger units are called Fire Groups. A Fire Group has all of the upgrade slots of both of its constituent units. A Fire Group does NOT duplicate any special rules on the cards. IE: A Fire Group of two Stormtrooper units does NOT have Precise 2, but it does have 2 Heavy Weapon, Personnel, Gear, and Grenade slots.
Moving a Fire Group. As Fire Groups have 2 Unit Leader models, moving them is slightly different. To perform a Move, simply move each of the unit leaders as normal. Each unit leader must remain within a speed 1 maneuver template of each other. After moving both unit leaders, place the remaining members of the unit within a speed 1 maneuver template of at least one of the unit leaders. For shooting, casualty removal, and cover purposes treat Fire Groups the same as a regular unit.
Fire Groups, although they are formed from two units, only generate a single order of their rank and only count as a single unit for all purposes.
When a Fire Group activates, if there are still at least 75% of the Fire Group's starting number of figures still alive(rounding up), the Fire Group may perform a Free action. IE: A Fire Group of Snowtroopers has 9 of its 12 original members left, when it activates it may perform a free action.
New Upgrades:
Ion Grenades: Grenade Slot upgrade. Exhaustable. Cost 10 pts: Range 1: Attack Dice: 1 Red. Impact 1, Ion, Electromagnetic: When attacking a non-vehicle unit, cancel all attack dice from this weapon.
Thermal Detonators: Double Grenade Slot upgrade. Exhaustable. Cost 30 pts: Range 1: Attack Dice: 1 Red. Impact 1, Pierce 1, Blast.
E-WEB Heavy Repeating Blaster Team: Double Heavy Weapon upgrade. Stormtrooper or Snowtrooper only. Cost: 50 pts. Range 1-5: Attack Dice: 3 Black, 2 Red. Impact 2, Cumbersome, 2 man crew: This figure has a wound threshold of 2.
J-10 Dual Blaster Cannon Team: Double Heavy Weapon upgrade. Rebel Trooper only. Cost 50 pts. Range 3-5: Attack Dice: 4 Red. Impact 2, Pierce 2, Cumbersome, 2 man crew: This figure has a wound threshold of 2.
Grenade Launcher: Heavy Weapon Upgrade. Cost 10 pts. Range 2-3: Attack Dice: Varies: Launcher: When performing ranged attacks, this model may perform an attack with an equipped grenade up to range 2-3. Use 3 of that grenade upgrade's attack dice and all of its special rules.