Not mutually exclusive
These are some great ideas.
I forgot to mention it upfront, but the group I would be running are predominately DnD fans, although there is a rumor that at least one other person has played Champions at some point in the past.
I have already experienced the joys of having a GM that has the numbers in a quick reference form, who has thought out general strategy ahead of time and who doesn't tolorate loud side conversations.
I am thinking of implementing cue cards as a phase 2 for further enjoyment, as our first few sessions will be brain-dead combat as the players learn the game session.
Back to the comments directly related to the ideas I started with, I take it that no one has tried replicating the DnD "round with multiple attacks" by having players make their action decisions at the top of the turn. Once Fantasy Hero comes out in July, I'll let you know how it works out. In the meantime, does anyone foresee any problems with such a houserule?
The "Low Dex declares first, High Dex Acts first" issue is well spoken. What about having low int declare first, or roll some perception/tactics/int based initiative at the start of combat, worst roll declares first. (If you haven't noticed, I want to give smarter characters some kind of combat advantage from being smart. Must be the "Revenge of the Nerds" in me). I guess this would be the "Low int declares first, high spd acts first" idea.
Of course, to really emulate DnD, I could have action declaration occur every 6 phases (i.e., 6 seconds or so), but would I really be playing hero then ;-?