I would echo to some extent the thoughts of others on this period and topic. I certainly think there is no such thing as a perfect set of rules, the best you can hope for is ‘good for you/taste’. Also there is much that is not clear about warfare of the time, but is a lot clearer than when Forlorn Hope, Gush’s set and many others were written. While historically there is some truth to the infantry fight being a slog and the battle being decided by victorious cavalry. But also many rules writers have a very thin and/or out of date idea about the period and so don’t tackle it the right way.
In any case our group uses two sets. One for small actions with larger figures – http://www.wfgamers.org.uk/WWAE.htm. You command a ‘brigade’ or two per player. I think it is pretty good from an historical point of view, like Forlorn Hope, and doesn’t have the stupid separate pike and musket parts of a unit. It is not the most ‘user friendly’ set but suits our needs and gives a good game.
Recently though we have been playing a lot more of the second set. This will be published early next year and is for big battles. It is a variant of these rules for 1680-1720, http://www.wfgamers.org.uk/resources/C18/Twilight/ToSK.htm, that will be called ‘Twilight of Divine Right’. These are for big battles and I think are very good for historical refights in a normal gaming afternoon/evening session.