So we're basically stuck between using a pool of dice and rolling for each point of damage. I think I figured out a middle ground....
For to hit rolls, divide the to hit target roll by 2 (round normally) to find the chance to hit and roll 1d6 per point of damage.
Example:
Two CN9-A Centurions fighting at medium range, clear terrain, skill 4, both moved, will need a 7 to hit.
1) Divide the TN (7) by 2 = 3.5 (round normally) to 4.
2) Unit does 3 damage at medium range.
3) Hit dice target number is now 4+. Roll 1d6 per point of damage.
Edit: Another example, one centurion stands still. To hit is now 6.
1) 6/2 = 3.
2) Unit does 3 damage at medium range
3) 3+ TN for each 1d6.
Let's say we have a PXH-1 Phoenix Hawk shooting at a Spider, both moved normally, skill 4, medium range, clear terrain.
PXH-1 vs SDR-5K
1) TN with modifiers is 9. 9/2 = 4.5. Round normally to 5
2) Hawk does 2 damage at medium range
3) 5+ TN for each 1d6
Other way around
1) TN with modifiers is 8. 8/2 = 4.
2) Spider does 1 damage at medium range
3) 4+ TN for 1d6.
It still pays attention to the bell curve, but it also eliminates multiple dice rolls. You're not rolling for a hit and then throwing down multiple dice, no damage minimum needed, just throw down all the D6's. For 0*, just roll the die twice or maybe put a +2 modifier on it so you don't need to roll again.