On 1), would changing it to discard 1 command card for a +1 stat make it better? Now you don't have something egregious like stacking Forces and Accuracies. You can't counter the +1 stat boost, but it's only a +1 stat boost.
I think that if you go this route its now too weak and won't get used much. And from a rules design perspective, I'd grab you by the shoulders and shake you while saying "let go of this drop-more-CCs fetish!" If you want to give stat bumps, CAs is a more elegant way to do it.
If you're in love with 'doing wacky stuff to CCs' what about some checkbox where you play a Red or Blue card in the M&C phase and every unit that erases the box is affected by the card. Units that erase the card couldn't play CCs while attacking.
On 2), would giving the faction ways to draw extra command cards and costing the ability on the high side help?
You could do something like working out the cost of CA every turn. The problem is that'd probably get prohibitively expensive. How long is an average game? 12 turns per side? A CC costs 25 pts. Now you're not drawing them all at once so they'd be discounted, say 15 pts a card. That's 180 pts down. I mean you could test it out, but I don't know that I'd take that many points off the table.