I like the idea of aerial being Bo1, in a 2 pick league system Bo3 should be avoided whenever possible. The random elements of placement don't create more variation than say t17, so I am okay with aerial having more elements of chance. I would say my two biggest issues are getting superweapons in crates that immediately end the game e.g. sheep strike, banana bomb, ect.; and the random mines, assign the mines a fuse like every other competitive league scheme known to man.
HHC, im surprised that in your testing you didnt realize that random mines were an issue. You could say it is just sensei or I, but in reality, I've heard so many people complain about the random mines in the original scheme.
The main problem as I see it is a Bo1 aerial right now involves quite a bit of luck because worms can be trapped, I played an aerial with dibz where all 4 of my worms spawned up top and two of his spawned below. By the time he teleported one worm up and got of control a worm on top, i had almost already killed his two worms that started up top. He had no chance to start the game any better than 2 worms down. This is an extreme case, everything went wrong for dibz to be screwed so badly, it doesn't usually happen this way, but there is still a lot of luck involved. Once you add in random mines and health crates and superweapons in crates, games can be turned even easier with a lucky break. I've played many games with sensei, we are about equal ability, many games we've played have been determined by a weapon crate and nothing else.