Au contraire, I dont think action cards, like the ones from D-day, have a rational place in A&A. It is first a plastic miniatures war game. Played by people that want to realize a military power fantasy. If you love card games, maybe poker is more your alley ?
Even if the zombie theme missed the major fan base, I belive all evolution is good. In A&A zombies the purchase of units is moved from the start to phase 7. Now you can purchase and mobilize units in one phase, saving time. I also think that phase 8 collecting income should be at the start of phase 7, saving even more time, and avoid doble dipping of contestet territories. Just imagine how much time the casual player spend to calculate what units he may need at the end of the turn. That is taken care of now. The next time thief is the endless swapping of territories defended by 1 inf. The next edition can take care of that by collecting income in phase 7, before you purchase and mobilize. Then we can spend less time on administrating and more time on strategies.
Second, because the majority of casual players are narrow mind, they dont like when the game depart to much from the historical correct path, like a German navy crossing the Suez canal and sailing into the Pacific, even if it did so in WWI, making the majority of players follow a scripted game. They make house rules for Vichy France and collapse of Italy, or make rules to punish a Japanese Tank push to Moscow, even if that is exactly what the Axis should have done to win the war. Of course the players are not aware of this forced thoughts. But my point being, A&A Zombies will set the players free. We know for sure there were never recorded any zombies or UFO’s in the real WWII, so now the A&A game is no longer a re-enactment or simulation of WWII, but a new game with no mental borders or straight jackets.