Hmmm, I don't think I necessarily agree that bazookas and petrol bombs not exploding when placed gently on terrain or on worms is "clearly a glitch and not intended behaviour."
For one, it makes logical, physical real world sense that a glass bottle (even one filled with petrol, with its fuse lit on fire) wouldn't break in that scenario, and explosive projectiles wouldn't go off. In terms of game logic, we know that the situation is accounted for by the existence of a hidden fuse present on every projectile in the game that makes them explode after a while anyway, so calling it obviously unaccounted for by the original developers is probably not entirely honest either. And further, if we were to go looking for every single event and scenario in the game that clearly couldn't have been anticipated by Team17 back in 1998, I imagine the list of what should be considered a glitch would grow alarmingly, and in some cases uproot literally two decades of tradition; purism might not be the way to go with these things.
Not to say that any of the above is alone a reason to allow this "glitch" to be used in Shopper in particular, but neither I think is the opposite the case. Even if this is ultimately considered a real glitch, it's the sort of glitch that can theoretically bring value to at least some schemes, so if Deadcode at some point were to "fix" it, it would be done as a scheme setting and likely by default, it would be set to the way things currently work. Rather, in the case of Shopper, it might be more sensible to be having the discussion of whether or not starting with infinite bazookas shifts the focus of the scheme too far away from, you know, shopping for weapons and making do with what you get from them. But that really is, and should be, a separate discussion... because it's extremely, extremely unlikely that the one thing keeping the scheme from being competitively fair and balanced even when played in a casual setting is this exact singular property of the humble bazooka weapon.