Hey guys, I'm looking for input

I'm trying to make version 2.0 of the scheme

We've played with the scheme for a few months now. I'd like to know if people encountered any bugs or have ideas to improve the scheme?
On the to-fix list atm is:
= Increase jetpack fuel. As Peja pointed out to me today, it CAN runout if you get a double turntime crate. Not sure how much fuel I'll give it though, infinite fuel can be confusing at first, so I'll probably just double the current one or something.
= Fix weapon probability in crates. Never paid attention to it when I first made it. Most importantly, crates % of Supersheep, Pidge and Missile need to be toned down. Air attack and napalm a little bit too.
Optional:
Weapon Ammo:
= Girders reduced to 3. 5 are a bit much IMO, they are often abused to build complete fortresses.. or worse, for blocks..
= Petrols +1 or maybe +2. (For a total of 4 or 5)
= Torches and drills +1 (for a total of 3, wouldn't hurt IMO, not really important..)
= Clusters +2 (people dont use them for abuse anyway, well not so far..., they are nice as crate destroyers and what not)
= Mortars -1 (from 5 to 4)
= Sudden Death. Sets in at 5 mins atm.. which in practice.. is never.

I don't think it should be common though, Aerial doesn't really need it. You can pretty easily put pressure on a hiding player by moving closer to his side of the map.
In late SD, with waterrise, there will be hardly any room left anymore. Shots will be pretty easy.
So I'm thinking about putting SD on a time that roughly equals 30-35 mins of pure playing time. And then either without water rise and just health loss (health crates will be nice then ;O) or SLOW water rise and no nuke-health loss.
Tell me what you think

You can see the scheme specifics here:
https://www.tus-wa.com/schemes/scheme-312/