I just played around with the tables a bit, and an ‘easy’ fix is to make the ATs 9-12 be the average of 13-16 and 5-8. So 9 becomes the average of 5 and 13 while 12 becomes the average of 8 and 16.
Laser, old: Max for mk2: AT12=4A, AT16=5B; Max for mk5: AT12=15F, AT16=17H
Laser, new: Max for mk2: AT12=6B, AT16=5B; Max for mk5: AT12=18H, AT16=17H
Stunner, old: skipping straight to max damage for mk5: AT12=18C, AT16=20D
Stunner, new: skipping straight to max damage for mk5: AT12=22D, AT16=20D
The difference may not seem huge, but have a look at AT8 as well. It is actually pretty close to AT16 as it is. Placing AT 12 ‘between’ them actually seems ok. Same goes for the other ATs in the range.
I said ‘easy’ fix. To me this is fairly easy since I have the attack tables in excel. If you don’t, then there’s a bit more hassle. Besides, having a house rules version of the attack tables is a pain anyway since TechBook suddenly becomes useless for that purpose.
Blaster: Max for mk2: AT12=10A, AT16=13D; Max for mk5: AT12=35F, AT16=43H (see how the discrepancy is huge here!)
When it comes Blasters, the criticals in the attack charts in #9000 is ‘random’, while they are linear in the #9200 version. My boxed set is #9000, but I have swapped out the Blaster attack chart for the #9200 one.
There are a few SM2 players here, myself included. I've never used SM:P, but I do have the rules. It may be possible to plug the combat system in, but that part is actually different from SM2, with a world specific armour type mechanism (I think) and a different systems for ATs in general.
-Terry