A quick look at WA schemes and their suitability to WMD
Shopper: Even the normal rope is just fine for Shopper. Knocking is hard in WMD and you can't knock a worm directly but after touching the ground first. Therefore many WA Shopper maps have hides where it's impossible to knock. I wonder if crafting could be included in Shopper some way.
WxW: It's playable and it doesn't lack any important setting/weapon. Roping is not identical to WA though. The worm feels lighter and it doesn't bounce as much from walls.
Roper: No water drops, health crates are 25 instead of 20 and crates keep spawning at sudden death
TTRR: Worms can't go through each other and no infinite turn time -> oldschool RR. Controlling the worm on tight TTRR maps is harder, especially with the sensitive "newbie rope". You may need to upscale WA maps more than 200% (which is the correct upscaling if you compare the worms' hitboxes)
Elite: No axe, skunk, petrol, napalm strike, bow, kamikaze, drill (torch can do it), bungee, dragon ball, mortar, handgun. No team weapon but you can add SS/holy with delay.
Hysteria: The shortest turn time is 15 secs, no petrol or flame thrower
Team17: At sudden death worms don't lose HP and worm select is still available. No similar double cavern maps (there are still cavern maps with two levels that are closed from the sides)
BnG: No low gravity, no max/min bounce. Grenades and bazooka work quite well as far as I know.
So what schemes can we have in WMD besides Pro (haven't tried the Intermediate scheme yet)? Something around crafting or vehicles..? Some kind of WA scheme variants are possible. I read they will add Forts scheme later. On default maps it would be possible to play cavern Shopper (more like 30s Roper cos the map is big).