I think I'm going to let the players roll their armors, it should be fast and they will like rolling dice.
From what I've read the multipliers go before defenses, at least it works that way with stun using the standard rules and the optional rules don't contradict them.
The hit location table makes things more random and variable, for players it's a double edge sword, a good sniper would be able to kill faster but he would also die easier, another thing is that for some monsters doesn't work well, for example vampires are already dead, there are no vitals, I should add the no location rule to them.
Another option would be to not use the damage modifiers, only the locations, perhaps use a d10 or d12 to roll less dice. As monsters are not designed with weak points for now I'm leaning towards armor rolls for players and a flat -5max to hit an specific location, I'll have to think about it a bit more or try both methods, perhaps reduce the damage negation of some creatures in some places, to represent the weak points they have in the book.
In MHI you can only add damage with special ammunition, better weapons, some combat maneuvers and powers, combat skill levels only add OCV or DCV. I think the author have used some kind of maxima, for example Franks is capped at 20STR as werewolves, but they come with powers that add damage, and most humans are below 20 in their stats, OCV is below 8 for most, etc. I think I'm going to use a hard limit (to avoid problems with the group min-maxer) and a lower soft limit for character creation instead of changing the price of the combat skills.
My idea is to let the players create some noobs, survive an incident with some monsters, then start training for MHI (I was going to use the competition instead of MHI and a doppleganger assassin, but I've started the second book and the author already went that way with a better plot, I'll save the plot for later as the books have not been published in my language and my friends haven't read them), some initial hunt with a twist (here they should have their 200exp) and recreate the Machado incident my way (I like when the narrative stays low profile, not apocalyptic with resurrections, chosen ones, temporal disruptions, etc).
Or perhaps start directly with the training to let the players get accustomed to the system while they compete on different tests.
Has anyone done the 6 adventures that come for 5$? I would like to know if they are interesting and how much do they last.