Well, then the follow up question would be "does this generate negative utility compared to just rolling War to skip to the end result"?
No, there isn't. Most of that would have been on the old White Wolf forum, which no longer exists. As long as you've fixed (removed) "You Wear Them" and solved the fundamental contradiction of area effects being handled purely through morale you can probably get most of the garbage output scenarios, though I imagine that's the first thing you did (however you did it), if your group actually uses the mass combat system.
Is it fun to play, though? All of these subsystems have to make war against that basic "make a roll and the GM narrates the outcome" functionality, after all. If you've managed to get it to the point where your group actually prefers interacting with that system than doing the simple roll, that's a pretty good job.
Any and every subsystem must be bypassed or discarded when no one cares enough about the exact results to bother with it. Those so inclined hardly need precise rules for how to avoid the precise rules,
Tuesday 26 December 2017 and as such are not quite my target audience - at least not for the mechanics themselves. Organization, summaries, illustrations, worked examples, etc. are also an important part of the project.
The idea that a body of troops functions at least a little bit like a logarithmically multilayered ablative exoskeleton for their commander seems inescapable, but not necessarily undesirable - consider the etymology of "captain," and for that matter the phrase "body of troops" itself. Decisions about how many escorts to bring along at any given time (with going alone being one valid answer) and what sort of army to build in the first place should have enough potential complexity and clear consequences to be meaningful, and to further reveal something about the intentions and character of those making such decisions. Attempting 'gunboat diplomacy' without a shared understanding both in and out of character about what will happen if the people with the gunboats decide to stop being diplomatic is a recipe for WWI-style tragic farce, not so much my kind of fun.
Ideally mass combat rules should be usable and enjoyable in themselves, but also feature enough predictable factors to serve as a 'scoring phase' for strategic-scale action. For example, two kingdoms with all else more or less equal, one having focused more resources on training up a corps of officers, the other on civilian industrial development. Now the first has better tactical flexibility and discipline, but relatively inferior weapons and armor, and perhaps fewer troops total since lack of mechanization means more labor is required to produce the same amount of food. When plans come to fruition and they finally meet on the field, who wins? Resolving that entire conflict with a few capricious modifiers on a single round of craps and narrative fiat won't provide a satisfactory answer to underlying questions, even seems perilously close to inventing a charm for being a good king.
I discovered a partial solution for the area effect problem lurking, overlooked, in the original text:
Any magic or effect that specifically targets one character must be directed at the commander or a special character within the unit, rather than at the unit as a whole. Effects that extend to multiple targets must be capable of affecting a number of individuals equal to the unit's Magnitude to affect the unit.
"Physical attacks" would seem to be a strict subset of "any magic or effect." If single-target attacks are definitionally also single-target effects, and thus subject to that rule, then they can only be used for sniping individuals, not slaughtering an entire Magnitude 2+ army in one shot - no matter the raw damage. Full implementation will have the requirement for area or multi-target effects against armies and other large targets being checked sorta like hardness, a nice tidy 'you must be this tall to ride' barrier. A sufficiently elite solo unit (assuming a lack of area attacks, or dedicated anti-army magic like White Reaper Style
Exalted Houserules ) can plausibly win against a squad just by hacking away at whichever soldier is in front of them, but platoons or larger demand some tactical thinking before defeat in detail becomes possible.
In many cases, such a system is
even more elegantly minimalist than your preferred roll-and-shout fallback option: given that the Bolivian army has more reserve officers (let alone individual troops) than Butch Cassidy has bullets, he cannot possibly defeat them by simple force of arms, so neither multi-step calculation nor even a single roll are necessary. This makes involvement of at least one Magnitude 2+ unit a nice tipping point, below which the mass combat context can no longer be sustained, solving the 'pet rat problem.' A team of five heroes is just barely Magnitude 2, making them disproportionately effective against less auspiciously aligned opposition, in a manner consistent with both setting history and genre tropes. Flipside of that is how internal conflict and disunity
Sleepless Domain - Chapter 2 - Page 10 can leave such a group critically vulnerable.
Sleepless Domain - Chapter 2 - Page 28 Measures taken to keep sworn brotherhoods cohesive will then have wider implications.
As for fun... currently it is not
anything to play. The work is far from complete. At minimum the mass combat engine needs to be cleaned, properly reassembled, documented, and a test suite compiled to establish baselines for relevant metrics, fun among them. Other subsystems must also be brought up to an acceptable standard, in some cases (such as the size rules) starting by gathering a diaspora of awkward single-use implementations
The Codeless Code: Case 107 Babel and filling gaps with
frog DNA well-researched concepts from, for example, GURPS. You yourself have referred to the system as a minefield? Civic-minded people with too many shovels have begun sweeping. The most I can say is how we have made progress.