I tested the scheme. By the way, we can do this together online one day. I often prefer testing schemes with others than playing. You seem very active creating schemes, we could form a new community of schemes, or simply you could join PoC or WoSC to revive one of these communities. I would totally go for it having someone to test things often. I have many unfinished projects and things in mind that I would feel encouraged to work on them without asking random people to test them. Having someone opened to test the ideas would be good.
Now going back to the scheme analysis: I liked the idea of destructible terrain. Makes it easier for newbies and eliminates the problem of hard to plop hides. Not sure if it is better or not, though. I guess it is.
The problem of implementing destructible terrain is that with shot doesn't end turn it can be easily destoyed, that's why you thought on this and made the scheme in single shot mode.
The bad aspect of single shot is that you cannot make nice combos and the gameplay is not so fast paced.
The good aspect of single shot is that you have more time to position the weapon and calculate the right angle to plop the worm.
I noticed that the scheme still has many crates spawning per turn. I think that in single shot mode, only one crate per turn (maybe two, but I think one is better) should spawn on the map. With many options, players would have many options always to plop and they would pick the most op weapon for an easy plop without thinking much. With few weapons, the player would have the feeling of the old shopper scheme, more like the Team17 scheme feeling that you got a mole from crate and that's what you have to attack someone, you have to use it wisely, think more.
I'm still in doubt what scheme is better. I think I still prefer multishot over single shot because it's more dynamic, but single shot is very nice too. However, I prefer the destructible terrain over the indestructible. Maybe you (or we?) could make the scheme in shot doesn't end turn mode with very few weapons available, played on destructible terrains. Combos would be rarer, players would need to save weapons to make combos. And this in a way that the map will not be easily destroyed in few turns.