As is, crits are random, potentially adding 1-3 extra damage to a model for free with no setup, risk, or reward. Tactics are moot when a crit is the difference between destroying a model and having to spend another action or even another turn entirely.
With 1-3 damage per crit, most units can have their damage effectively doubled. This is the equivalent of rapid fire, corrosive, having a duplicate unit, having amplifier out, taking a second action, (sometimes) taking a second turn, or any of the many things that cost cinder to buff or deal direct damage. Those examples require setup, risk/reward, or at least some amount of strategy. Crits are free, they require no setup or skill, and they often turn the tide of a match. They aren’t fun for anybody, as has been proven by any other game with random crits.
In my opinion, a good solution would be to keyword random crits. Crosshair is a great example of this. That model requires some setup to get a crit, and you could even build around it using other models to combo with it to meet the conditions for a guaranteed crit. I think this is a great way to implement crits as a whole, allowing a new depth of strategy for crit builds, or just extra conditions to be aware of when positioning models or taking your turn.
Without some change to their implementation, a lot of people will be, and already are, frusterated by games that are decided by random chance rather than strategy and skill.
great solution, crits are fun but as is they encourage pot shots even for 1 dmg units against armor and it sucks when they reward bad play.