Well, the version I use was using dice instead of the chip draws - from Oerjan Ariander on the GZG mailing list. He was an interior ballistics expert for one of the European defense contractors. It also had a very different infantry combat dynamic (you could fight many infantry fights in a row versus the larger battle).Curious, you did not mention Dirtside. Did you not like it, just does not get played at the con, or did you just forget it?
I ask because I loved the idea I could play an invasion starting with Full Thrust, then move to the ground assault using Dirtside, and end with a key skirmish using Stargrunt (but we used 15mm ourselves but kept the 25mm ranges. Made the ranges look better in our minds).
DS/2 was okay. I have a lot of terrain and a lot of 1/285th vehicles (some were for Challenger II).
One or two times, there was SG/FT double table runs (a boarding action and a space battle concurrent). There was one game called Carter Island which was another 8-12 hour game of DS/2. (There was a joke that my 'Grey Day To Die' and 'Carter Island' could have made a larger (OMG...) 'A Grey Day To Die on Carter Island').
I've also, at another friend's place, run a battle in a archipelago where most of the board was water. If you got lost propulsion, your vessels tended to be sunk. It was a very different battlescape.
One that the organizer of GZG ECC ran was the Renegade Legion 1/300th scale using a modified DS/2 rules. It was fought on a planet that was black basalt and there were massive fissures. Here too, if you lost propulsion, you were going down, only in this case to be melted. The only infantry in that one was power armour.
We started getting into 15mm, but by then I had nearly 1000 25mms and around 100 vehicles in 25mm or more. The guy who got the major pile of the 15mm had his car broken into and they were all stolen so we took that as an omen than 15mm was not for us.
Usually the layout at the con was:
Table:
1 FT
2 FT
3 DS/2
4 SG
5 Open