What will make it fun?
Uh... How the Hell is a designer supposed to answer that? You'll either find it fun or you won't, but I can only promise my best. I'm trying to strike a balance between detail and steamlined gameplay, by providing the players with enough tools to chop out the tedium (the Game Master gets the lion's share of that), and make the creation system mutable enough to meaningfully represent the forces players want to field.
Obviously, these are the goals of every amateur game designer, so it's really a matter of making it work and then refining it enough for someone to enjoy it.
By the way, what did that post say for twelve hours that you wanted to edit it?
((totalW - Wounds)/totalW)*(10/(Logic+1))*(Bravery/10)(other factors go here)*10 + (Number of adjacent enemies) + (Scary things go here) - (Number of adjacent allies) - (Brave things go here)
Well, if it was going to be a roll-under as a goal, the pluses and minuses would have to be swapped (so it's harder to pass against more enemies); this settles more the morale of single model rather than a unit of people, but it's not out of line; and the whole first section including the *10 would, on an "average" model, amount to a modifier of 1.5.
All in all, it seems way too complicated, and I've got another idea in mind anyway. Still food for thought.