First off, I meant no insult or bad feelings at all, let me clear that up, I know my writing skills often convey hostility when there is none.
Invisibility was a kneejerk reaction, and that was one concern I had. It was not something I had considered as something I wanted personally (I often prefer codex powers as they fit the army's specific tactics better than the generics anyways), and I hadn't really payed it much attention until I heard everyone else had issues with it. Even then, my first thought was "Hormagaunts with Toxin Sacs, Boom." Not to mention that Psychic powers have become far more difficult to use with the new rules, and are more difficult the more psykers you take (you have to divide up your d6 warp charges between multiple psykers, and since on average, you need 2 charges to use a warp charge 1 power reliably, 4 for WC2, and 6 for 3, you really do NEED those extra dice, or to spend money on mastery levels you're only going to use for dice). In terms of applying the psychic rules to the doubles setting, I think you guys did a good job, as essentially you are trying to make a single player's list, so it should be treated as such.
Whew, now that I got the psychic rant out of the way....
Two other issues
The first, I can't say for sure because I don't know what the missions are for the tournament, but I recall talking with you and Sam about it and I believe it was Sam who mentioned throwing in a Maelstrom of War mission. IMHO, despite the difficulties of running Maelstrom without cards, I do think it should be the new standard mission, as it does shake up the meta and forces players to think on their feet, rather than rely on ironclad lists. It also helps bring Lords of War into line, since taking one reduces your capability to take objectives in multiple ways. Sure, the randomness *feels* like it can screw you over. Erin and I played a test game with the mission the other day and it seemed like she was getting shit cards, but in the end of the game she only lost due to an unlucky armor save roll to boardwipe. She had, I think, twice the VP I did.
The second, a rather controversial topic, is Force Organization. I even admit to freaking the heck out when I heard about Unbound armies, but the drawbacks of Unbound somewhat balance it out. Even against a 10-riptide list (I'm certain I'm not the only one who immediately thought of this), a well-played Battle-forged list can hug cover and just sit on objectives. Granted, it's not as much fun, but in the end the Battle-forged list has more than a chance at winning. The same applies to limiting the number of detachments, especially since there's already a built-in limit of having to take 2troop 1hq. Granted, I immediately thought about cultist/sorcerer mass horde builds for daemon engines, but the daemon engine tactic is a poor list to begin with due to the changes to Psychic powers (6 dice per power? no thank you). I'm glad you guys are open to multi-detachment (as each team is bringing 2-4 detachments as a single army essentially), I just don't understand why there's the cap at 4 detachments per team.
Geez, that was longer than I intended. That's the gist of it, no ill will intended of course, just my 2 cents... or dollars. x_X