Attacking model to defending unit based cover
Lets say I have a 10+ man unit that has various different ranged attacks with different weapon profiles. Half that unit can only see part of one enemy unit due to a wall so that enemy unit has cover against them but it is still eligible to shoot at it. The other half has moved past that wall and can see at least one model of the enemy unit fully without being obstructed by anything.
Don´t I now have to roll the weapon profiles of that unit entirely seperately for who that enemy unit has and doesn´t have cover against some would hit on 3+ going up to 4+ and the others still hit on 3+? And all of that for each weapon profile. That doesn´t sound like it actually made shooting much simpler compared to the previous way of getting or not getting cover, it just put a lot of the burden and time consumed from the defender assigning saves onto the attacked needing to track which weapon profile is shooting with what ballistic skill.
I feel like the whole point of the changes to cover was to speed things up so why isn´t cover "attacking unit vs enemy unit" rather than "attacking model vs enemy unit", thats not actually an improvement over "attacking unit vs enemy model" at all. People are gonna get this wrong so often.