Hailings from Turkey!

This is my first post so first of all I wish to greet you. As moderator of the only BFG community of Turkey I have to apology from you to learn this site very late.
As topic is Dark Eldar rules changes i think it is ok for me to talk about some rule change suggestion and some rule questions for dark eldar

May be I can make enough lobby to change things in next offical changes
Rule Change Suggestion:1- Impaler Assault Modules of Tortune Class CruisersAs mentioned above 'single' assault module is expensive and less effective than any other options. I think for Tortune Class ships Impaler Assault Modules' strength 2.
2- Mimic EnginesMinic Engines are one of the trade mark features of Dark Eldar fleet but unfortunately overcosty when compared to it's effectiveness. And also makes fleet building very difficult.
Dark Eldar escorts becomes 70 points and cruisers become 250+ points (270-290) and unless you made regular combinations like 3 mimic escorts + 1 mimic cruiser with bays (this combination is 500 pts).
Also mimic engines have no use against necron or tyranids and have little use against most senarios (raids, etc)
And 70 points for Armour 4+ escort is very expensive!!!
So I suggest mimic engines will be default 'free' feature for Dark Eldar ships.
3- Large Dark Eldar ShipI am at the side with 'no battleship for Dark Eldars'. It is unfluffy but a flagship like cruiser, similar to CWE's Flame of Asuryman will be great.
This ship can be based on default Tortune Class cruiser. And may like this one:
Fleet may include up to one flagship. Flagship only avalaible for 1000 points or higher fleets. If there is a flagship in your fleet your Dread Archon must be assigned to her.
0-1
300 points - Cruiser/8 - Speed:35cm - Turns 90 - Shield:Shadowfield - Armour: 5+ - Turrets:0
Prow Batteries Strength:12, 30cm, Front - Launch Bays, 4, Fighters 30cm,Bombers 20cm,Boats 30cm -
And pick one from Below:
Prow Phantom Lance, Strength 2 30cm, Front
Prow Torpedo Tubes, Strength 4 30cm, Front
2xImpaler Assault Module, Special, Attack Craft, 30cm, Front
4-Victory Points for SlaveraidsI suggest after succesfull hit and run attack with Impaler Assault Module attacker may choose to take 30 Victory Points instead of rolling 2d6 for critical hit.
Questions about Dark Eldar Rules:Well I got some confusions for Dark Eldar rules. Here they are:
1-Attack CraftsIn 2007FAQ it says:
Dark Eldar attack craft re-roll misses and enjoy any other benefits of equivalent Eldar attack craft.So;
Raptor Fighter may re-roll 4+ save to remain in play.
Razorwing Bombers may re-roll how many attacks it makes (like other Eldar Bombers) AND re-roll misses in it's attacks.
Slavebringers may re-roll misses (1s) when enemy also has hit&run modifier (i.e. Space Marines).
Impaler Assault Modules may re-roll their missed 4+ saves against enemy Fighters AND may re-roll missed (1s) hit&run dices on first d6.
And all Assault Craft (and all other Dark Eldar ordrance) can only hit by turrets with 6s.
Am I correct?
2-Ordrance and Mimic EnginesIf I release ordrance (assault craft) when under cover with Mimic Engines and can not be targetted by enemy, do I lose my coverage?
That's all from me for now. I want to apology again for my terrible English (it becomes worse after sleepless nights like this one! :S ).
Thanks