Hi Teemu,
allow me to comment on the team. I'm a seasoned old veteran when it comes to team design and playtest, so I hope that I can make a useful contribution
AFAIK you're not the only one to come up with a dump-off team - but IMO that just means that the idea is basically a good one. As for the name, "Albion team" is good, and is better "official" team name than "human team 2" or "alternate human team".
As for the power-level, and don't agree with Dave that everything is too powerful. And you've got playtest to support your claim - good!
IMO, Dump-off is a potentially devastating skill, but to be truly effective it needs to be combined with passing skills. So, I think its a very sound design decision not to allow them to have passing skills. No passing skill access will also mean that they will mostly be quick-passing, which is what you're aming for I guess.
In other words, IMO, the Doff linemen are fine, though perhaps a bit on the cheap side.
I think that you should steer clear of your version 2.
It's got 8 players in the 100K range, as well as 60K linemen, and all of these look underpriced rather than overpriced.
I'm not saying that it is necessarily broken, but IMO, you'll be moving deep into "needs playtest" territory.
About pricing:
In Jervis' formula, skills are worth 20K each. Personally, I believe that sticking completely to that would be silly - especially since a LOT of the official players get a discount. But it is worth remembering. IMO, traits and anytable skills are quite often worth the 20K.
So - compare the forward with a human blitzer. If we assume that Stand Firm is as useful as block (perhaps slightly underestimating the power of SFirm), then the forward still gets a trait and an anytable skill for just 10K.
As for the scrumhalf, he looks like he's based on the human thrower. Now, even though he has lost PA skill access, I'd still price him at 90K. The standard human has allready gotten a huge discount, and Dump off combines very well with pass.
If the position players are made more expensive, then the (low) 60K pricetag on the linemen shouldn't be a problem. It's a good skill, but they won't be using it too much.
Moving on to the actual team composition, I see a single problem, and one that isn't your fault at all. It seems that over on BBC, Chet (of the BBRC) has been toying with a new bretonnia team - one based on a core of players with NoS and SFirm.
Ofcourse, at this point nobody knows if the team will ever become official, but it's been launched by someone in power, and IMO, the team is a lot of fun to play. You may not see this is a problem all, but if Chets Brets (tm) become official, then the Albion team will suddenly look like it doesn't have that much "new" to offer.
Chets Brets look like this:
0-4 knights 6339 SFirm, NoS, Block - G,ST
0-2 squires 6338 SHands - G
0-12 Peasants 6337 - G
Now, let me be the first to say that I, (and a LOT of other people that I play with), find this team very underpowered.
However, we've playtested the second version below for 8 games, and results were very good:
0-6 knights 6339 SFirm, NoS, Block - G,ST,AG
0-2 squires 6338 SHands - G
0-12 Peasants 6337 - G
Anyway, as you can see, the SFirm+NoS knights are the key feature of the team, and they are actually a lot more potent than they look. SFirm + blodge is awesome.
Your forwards are _very_ powerful too, but as long as there are only 4 of them then I guess that the team balances fine.
However, as mentioned, I'd change them - if only to steer clear of the Brets.
How about Jump Up for the forwards, instead of SFirm?
Thats still a very nasty skill, and at the same time you'd be getting rid of an "impossible" trait.
Any other ideas?
As for the scrumhalfs. If you're still toying with boosting them a bit, then how about letting them in on the AG skill action? AG skills is actually a very nice addition to a "thrower".
Let me hear what you think

Martin