Without doubt the biggest problem was dealing with the damage/wounds system in CODA when it came to LotR. The problem was threefold:
1) As it stood, damage was too low to quickly take out "horde" critters - ordinary Orcs, for example, would stand toe-to-toe with PCs for several rounds.
2) The "mook" rules were unsatisfactory, as described in HoF, in that Hobbits and others with high "to hit" scores but low damage potential would take out more enemies than mighty warriors.
3) Upping the damage was not a solution, as this would kill of PCs too quickly.
The solution we use is still in a state of flux. In many ways, we are experimenting with it each time we play. At present we are using a simple damage multiplier (I hope this formats correctly):
Exceed TN................Multiplier
0............................x1
1 - 5.......................x1
6 - 10......................x2
11 - 15....................x3
16 - 20....................x4
etc.
This is applied before armour (armour never seems to stop Gimli's axe or Aragorn's sword).
Thus far, it works well. Damage is still a factor, and it still allows the occasional freakish damage done by a lucky strike by an Orc, but in general favours the more highly-skilled character (which is usually a PC).
The other thing we have considered using is the modified "mook" rules also mentioned in (IIRC) Edition 3 of Hall of Fire. I haven't yet decided, but we'll probably test it next time we play.
When you are dead, you don't know that you are dead. It is difficult only for others.
It's the same when you are stupid...