I had a small rant in the Haven Spartan Day thread about it. But here's the gist:
The Damage table is simply bad design. Its one thing when a 7x7 table like that is used for Boarding, which is inherently unpredictable and cinematic.
But when used for every single shot, the preponderance of multiple games seems to show that the actual Attack Roll matters little compared to whether we both roll high, low, or split on the Damage table Roll. Few attack rolls against comparable targets get to 2x or 3x DR, which is where the table modifiers actually feel important. Remembering that 2xDR is higher than core rules CR, you actually don't even hit it that often.
Also, standing table mods like Pack Hunter or Elusive Target seem to have more weight than they should by being auto mods on that table.
So I would like almost everything else in the Fleet Action design, but that Damage Table feels like a clunky throwback to crappier games. And since you STILL have to count all the attack dice successes, compare to DR, etc, then do that opposed roll, I'd say the attack and damage sequence actually takes MORE time that regular FS alone!
There's many alternate approaches beyond that table that could have been used - it just feels clunky and poorly implemented. And very NOT FUN when your attack roll comes 1 pt short of 2xDR, and both roll low on the Damage chart to inflict only a single Disruption token. Ugh.