It's a game that uses design for effect, folks. If you know your opponent has a 9-2 or 10-3 and the ability to form a death star, deal with it! Don't fight from where that stack can see! Use the tools in your toolbox to smoke it in, or OBA it, or shoot it with a tank that is invulnerable to it's massed HMG fire, or just defend from the interior of factories, where you can build fortified interior locations that will enjoy a +2 TEM vs the opponents measly +1. Cover the approaches to all buildings with MGs firing from positions in defilade from the death star's likely locations, so that to get into that factory he's got to get under your wire while moving through a fire lane and some massed small arms fire, and then advance into where you happen to have a HIP set DC anyways.
And the issue with limiting the IFT is that the game then becomes either a shootout, with troops blasting away at each other turn after turn until someone rolls a 2, or noone fires (because effect will be lessened) and everything is decided by CC, during which turn after turn in spent in melee until someone rolls a 2. The greatest thing about ASL is the balance, the fact that the IFT is dangerous enough that moving is risky, but there are mechanisms in place to reward moving, ie the failure to rout rules, encirclement, and so on. It doesn't devolve into nothing but blasting, but moving isn't so easy that it devolves into a total CC-fest.
And there is a mode in which troops take cover at the expense of being able to fire. It's called being pinned or broken.