Well, on the plus side it means that if anyone wants a game of my mod with me I now have an opening [:D]. The only thing would be that since I have an Allied game going it'd have to be a game as the Japs ( albeit that they have been further weakened in V1.1 --- which Mifune should be posting soon ) with the usual no-holds barred approach.
Ps. Rob etc, I don't think the time was wasted:
a) While I did take time to do the first turn the week before my Part III Psych Specialisation exams I just found out a couple of days ago that I got those exams so... 5 down, 1 more to go and then no more exams for me ever

... so whatever time it took wasn't missed and
b) I challenged him to give him a fair crack at a game with open rules in which good play would matter more than rule negotiations etc.
c) I felt it was worth doing in order to establish his bona fides. I thought it unlikely that he was "just misunderstood" but it was a possibility --- hence the game. I think though that through the medium of this game it is now abundantly clear exactly what we're dealing with. It has also been made clear in an open fashion so there can be no attempt to hide behind some chimera which explains his conduct in less than damning terms.
So, if anyone's interested in a game using my mod with the following house rules:
1. No exploitation of game bugs.
2. No air-deployed mines ( game bug )
3. No use of G9Ms for port attack missions ( their torps would hit the harbour bottom no matter what modifications were made ).
4. No use of Ki-264s below 20,000 feet ( has to do with how the code represents PGMs in-game ).
5. No dive-bombers on naval attack can fly at greater than 25,000 feet. Same rule applies to kamikazes in the late war period.
6. No shipping in shipping lanes ( around the map edges ) can lurk there attacking IJA bases as those shipping lanes are sacrosanct and the IJA and IJN are banned from attacking ships in them --- unless within 4 hexes of an exit point ).
No limits on PTs, no limits on ASW TFs, no limits on using bombers for naval attack, no limits on transfers between regions etc.
Auto-victory will be disregarded. The goal is to play through into 1946.
Changes to the latest version 1.1...
1. Increased P-40E, Kittyhawk, MiG-3 and other fighter replacement rates by 50%.
2. Have increased the universality of Allied upgrade paths --- e.g. Soviet Li-2 transports ( C-47 clones ) can upgrade to C-47s etc. Lets the Allied make more use of plentiful pools if some units run low.
3. Have delayed the arrival of the Ki-264 series from early 1942 to Mid-42/early 43. This gives the Allies a breather in early 42.
4. Have delayed the arrival of 6 divisions of IJA troops from early 42 to early 43. This is to prevent the ground steamroller I am facing in my game. I want the Allied player to be pressed but not to be annihilated by mid-42.
5. Delayed the introduction of Ki-109 from 12/41 to March 42 which should give the Allies a real breather in early-42 and help put the brakes on the Japs.
6. Fixed the P-38 and other twin-engined fighters so that they are now competitive.
7. Several key IJN ships are delayed a bit more.
Basically the point is that I concluded that Japan got too strong too quickly in 1942 and could just run far more rampant than I had envisioned. As such I've curtailed it a bit by giving them the same things but giving them those ships, planes and units up to 6 months later. In short this means that the Allies won't be pushed back quite as far and will have a slightly better base to fight back from. Fighting back from Just India, which is what I think will happen in my game, is a bit too much of an ask of the Allied player.