Where (IMHO) ASLSK fell short was in developing the infantry combat further without introducing the more complex or time/rule intensive aspects of the rules. For example they could have introduced walls/hedges, fortifications and building/terrain levels, all fairly simple concepts but integral part of ASL, but still avoided bypass movement and its inherent ramifications (as they have done with regards to bypass movement) that entails a wealth of special circumstances and extensive rules to cover them.
That may appear so with hindsight.
But if you see ASLSK as an introduction to ASL (which I believe it was originally intended to be) rather than somewhat of a parallel game (into which it more and more develops), than added detail for infantry combat was not necessary.
Today, as ASLSK seems to be expanded into some form of 'general ASL light'. What was once 12 pages of rules in Starter Kit #1 are now 36 in Starter Kit #4. In ASL (or ASLSK) lingo, that is.
The difference to SL is, that with each new SK Kit, you have a rulebook at incorporates the extra rules rather than patching them on top at the end. What you are lacking is a common "Chapter H" for ASLSK.
This brings me to a question:
SK scenarios are not "universal", i.e. they are keyed ruleswise to the SK or Expansion they came with, because more rules would otherwise possibly affect balance.
Are there SK scenarios published "outside" of SK-Boxes, SK-Expansion Kits, or the SK-HASL?
And if so, is there a reference with which "level" of SK rules it is to be played?
von Marwitz