I believe that's the point: people find floating crits fun but not especially meaningful to the overall metagame.
Certainly much faster and easier to use than some TacOps rules.
TacOps got two things:
1. it was where they dumped Artillery and fire rules, along with minefields.
2. It's where the previously untested rules options that didn't get integrated from Maxtech, Unbound and Tactical Handbook went (along with some of the really awkward stuff from Mechforce UK, White Dwarf Magazine and BAttletechnology magazine-as in the bits that had a vocal fanbase but weren't considered for being integrated into tourney rules.)
Which means the good and the bad, the streamlined, AND the awkward.
TBH, the influence on tactics IS minimal for most players, but I've noticed a trend with floating crits in terms of how the discussion goes down: you either REALLY like them, or You DON'T like them.
and I suspect it has more to do with your general playing experience. When my groups goofed around with the concept, games took longer and devolved to stationary dice-rolling contests more frequently...but!!!
That's not true for everyone. A lot of our playing experience is influenced by...our playing experiences, and the groups we play WITH.
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or at least, where we play most frequently.