Initially I put this into a response on the speculative 2.0 thread, but the more I think about it the more I think it warrants its own space.
So, two common areas of Armada that players often point to as spaces with room for improvement: (1) Squadron Play is Fiddily and (2) The Game Takes a Long Time
I think a way to positively address both of those is to eliminate the opportunity for pre-measuring anything and everything except for ship movement tools.
The worst sort of drudgery is when two squad-heavy lists square off and both players are painstakingly meticulous with them. We all want players who are careful and precise, of course, as sloppiness leads to ruined game states. But I don't think we want players who spend 1-2 minutes on each squadron's move as they pre-measure to two or three possible destinations, then pre-measure from each of those to all the relevant range-related things (engagements, flak fire, support abilities, friendly ship command range, etc.), then finally commit to one location and spend time sliding and nudging their squadron as they check all those ranges more precisely. But you cannot fault a player for doing this, as millimeters matter, especially in the squadron game since so many things are range-relevant from the squadron's location.
Frankly, the best way to speed this up would be to just deny the opportunity for the ultra-anal analysis paralysis. If Armada got rid of its default "premeasure anything, anytime, except maneuvers" the game would speed up exponentially. If you could only measure ranges from a ship when it is activating and is about to declare something range-relevant (like attacks or resolve a squadron command or check for Toryn after rolling blue dice, etc.) that would cut out so many minutes of time spent checking that stuff at all points of the game and before and after each decision opportunity. If the only thing you could measure when you picked up and moved a squad was (1) whether or not engagement prevents it from moving AND then (2) the distance it was moving (to make sure it moved within it's legal range), I mean Lord Have Mercy we'd probably cut almost an hour from the playtime of squadron-heavy games between two meticulous and thorough players. There would also be a much higher element for "skill" (or, at least, experience) to play a role, as players would have to judge a lot of the distances as they were committing their squadron to its new spot. Come up just 1mm short of being able to attack that enemy squadron because you were too conservatively trying to avoid a counterattack from the other enemy squadron behind it? Well, tough cookies. Then there would be a lot more risk/reward decision to make in placing a squadron with how aggressive you wanted to be in an optimized spot balanced against how conservatively you wanted to be with making sure you were satisfying certain range considerations. But that seems drastically preferable to me over watching my opponent spend 3 Minutes checking to see if there's any possible spot he can slide his squadron that would give him Engagement on Squad X and Y, avoid Engagement with Squads A, B, and C, be at Range 1 of Friendly Squads I and III, be in command range of Friendly Ship Alpha and be just out of flak range of Enemy Ship S while being only in a single flak arc of Enemy Ship T. <-- This crap right here needs to go if the speed and enjoyability of squad-heavy Armada games is ever going to improve, ESPECIALLY SO before we start putting 600pts of collective squadrons onto the board... lol.
Ugh, even just thinking of all this fiddly minutia measuring of squadrons as I type it all out and remember the worst of my slowest tournament opponents I just want to throw my collection up on the Swap and Sell. In my opinion, the only real fix to the Armada Squadron Fiddiliness (which is a huge part of it's time length problem often times) is to radically speed it up, and the way to do that is to eliminate the free-pass to measuring that the game allows for and force players to make eyeball judgments as they commit their pieces to the board (which is something X-Wing 2.0 has moved toward, since now if you misjudge ranges/locations and fail an action you lose your action entirely, rather than being able to just try something else like in 1.0). This is better than just lowering the squadron cap, I think, because it doesn't invalidate anyone's collection, still allows for thematic squadron-heavy builds, and would speed and tighten the game up in other non-squadron areas as well.