Here is a small collection of variant rules that can be used to add spice to a game, or just to change game balance...
Some feel that the Cylon fighters are just too powerful. They outnumber the Colonials in nearly every game, yet the Colonials never seem to get that much of an advantage (if any), and they are supposed to be able to fight with two to one odds as normal.
Well, to get back this feel, you could try making Cylon pilots of green experience. This will give them a +1 to hit others on the fighter flight table, and will also make others hit them on a -1.
This will certainly reduce the amount of damage that they will inflict, and give the Colonials more of a chance.
This can be applied to all scales of combat, although if using the other systems, then they have their own rules for this.
Another concern I have is with damage to a ships fighter bays. It is all to easy to strip a Basestar off its weapons and ability to fight, but you always end up with the huge amount of fighter bays left to absorb damage.
If you too feel that this is a problem, then I suggest that Empty fighter bays can be hit by Centre Hull hits (or any hull hits if you prefer).
I am not sure if the Galactica does have any heavy lasers - I know it can reconfigure its weapons (such as in "Messages from Terra"), but in the "Hand of God" I think it does the same thing again.
In which case for every full group of four phasers 3 that are reconfigured, the Battlestar gets to have the equivalent of one phaser 1. If any of the phasers 3 are destroyed, then that group reverts back to phaser 3's next turn. reconfiguring takes one full turn, during which all phasers being reconfigured cannot fire. Reconfiguring must be done in groups of 4, and all must be done at the same time.
Obviously if this is done, then the optional rule about phaser-3s should be in force. Cylons should also get this option.
Fighters may be used to attack and destroy missiles/drones. This is done as per normal, although a single fighter may only destroy a single missile, so if a fighter flight attacks a group of missiles, roll the amount of damage that the flight would do as normal and then apply this to the missiles being shot at. If an amount of missiles would be destroyed equalling more than there are fighters in the flight, then the extra destroyed missiles are not destroyed at all and contimue to function.
A Cylon Baseship does not have conventional front and sides as does a normal ship like a Battlestar, instead the ship as whole rotates while it moves, just like a base does.
As such, a Baseship may rotate, just like a base (C3.7), usually with a rate of 2. This rate is not variable, and a Baseship either rotates or it does not, although if you are using this rule, then all Baseships rotate and never stop until they are destroyed. I have been studying the order of movement tables, and this rotation will happen after all other movement, except for some exceptions (C1.313).
A rotating Baseship does complicate fire arcs and such a bit, but that is all part of the fun!