Reposting a bit I put up on the FB page which ended up running a bit long and is probably worth putting here. I'd said that I wasn't keen on how the looting had no bearing on the victory conditions and the game maker had said he didn't see why.
re: the victory condition disconnect: First let me say this a personal opinion, not an objective criticism, there's nothing inherently wrong with the system as stands. I don't like it in a campaign game where the method of advancing your team and the method of winning the game are at odds with each other as they are here. Every action spent getting scrap is an action not spent attacking the enemy and vice-versa. To my mind the drive to win the game at hand should always be to the fore, but in these situations people sacrifice attempting to win in order to maximise their advancement because that's the bit of the campaign that drives them. If player A is trying to win but player B is trying to get scrap then player As game enjoyment is lowered because his opponent is not playing to his full capacity and player Bs game enjoyment is lowered because player A keeps getting in the way of his reward. Even if player B fights back and succeeds, the game just ends quicker before he can get his loot he so desperately wanted. An extreme case is when both players want max scrap and realise the best way to achieve this is to ignore each other and loot their half of the battlefield for the first few turns before running away, which is exciting for nobody. It's the old problem of the Blood Bowl team that doesn't care about winning the match and just wants to kill as many of the other guys as possible. Making scrap token recovery part of the scoring means you have a reason within the bounds of individual game victory to split your attention between killing and looting. Gamist over simulationist I suppose.
I know how we love house ruling systems we've barely started, but to my mind an easy 'fix' is to say you get 1vp for having most scrap tokens at game end and 1vp for not running away at game end. So you might get a 1-1 draw where you got the most scrap but ran away, or a 2-0 overwhelming victory, or even a 1-0 where you both ran away on the same turn but one person got more scrap.
Not changing any gameplay rules at all, just how you define the winner.