I got curious about the numbers and dug into it a bit, and the huge buff to the success rate of landing boots on the hull is really, well, huge. I don't just mean the lowered speed multiple necessary to reach a 100% success rate, but what the odds look like even in the worst case of being just as fast as the target thanks to how the dice rolls work now.
In the old VB6 case, after rolling those twenty d10s you'd have a hefty 80% chance of having no survivors at all, and the odds of having more than a few of your marine company survive drop very quickly to nil.
As it'll be in C#, you'll still be taking huge casualties and are likely to only end up with ten or eleven dudes on the target... but you're also dramatically more likely to get at least one dude on there. For a formation the same size as the old marine company, the chance of everybody dying in the jump is just a few thousandths of a percent thanks to rolling per-unit. If the C# dudes are boarding-capable, that chance goes down five orders of magnitude.
A single dude probably won't be able to take the ship once inside, but the way the math works out means that if a boarding attempt reaches the point of actually releasing troops it'll basically always end up resolved as a combat between the crew and the boarders, even if trivially. This should be interesting. It also means more fractional speed advantages can provide a tangible benefit, which is nice.