I was going to say what Jerick said but i had to spend the last two+ hours fixing a lane (I'm a bowling alley mechanic). I think ultimately we're trying to balance GM and player preferences, which tends to be a futile effort. Teams are going to win and teams are going to lose, and as long as that's the case there are going to be unhappy players. People need to focus more on having fun in an arms race. Iron Behemoths was a perfect example of, in my opinion, players neutering the game. Even with a name like Iron Behemoths people were wary of trying something new in fear of the rolls. The main reason why the game stayed unique in my opinion was the fact that players had to work around hardset rules added through the Geneva convention. The "pet projects" in the endgame would have probably, for the most part, been viable in the game itself if they'd only been attempted.
Ugh I'm going off on a tangent. Dice rolls, dice rolls, dice rolls.
Ultimately I think the roll method used depends largely on how it balances out with the other mechanics out in place. If there's frequent credit handouts then a more random system is perfectly fine. The biggest issue with any roll system is perceived unfairness, which can only really be fully negated by removing rolls altogether.
Ninjad
To add my opinion on what eS said, I can see a single roll allowing better means of balance through the GM. For some reason players want minimal GM intervention, but if, say, one nation is having issues with resources, a low roll design can still be made cheap, allowing at least some staying power for that side.
Why arms race GMs are viewed differently than any other GM is beyond me, and is a bit interesting to me.