I think your next scheme(s) should bring something new to the table.
This is basically an intermediate scheme with some tweaking. Most new scheme ideas don't work out, but some schemes actually survive.
Hysteria is a good example; the thing that made hysteria special was that instead of being able to move around and such, the turn time was reduced to 1 second which made for completely new gameplay.
Walk for weapons (though less successful) is also a good example; the thing that made WFW special was that you couldn't do every shot in every possible place you wanted; you had to move around constantly (at least, if the map didn't allow what I like to call forting)