I think big rr should be the same scheme as tower, and Lupa should be able to pick it whenever he wants, but I guess it’s a personal choice for komo for his TRL baby. Tower roperace is still a big rope race. Also - it’s just f@#!ing silly, how would you be able to differentiate a tower from a big rr? For example, SiD’s Guitower is just a typical big rr, but you rope to the top, not an evil big tower like some. Where does a big rr end and a tower begin? It would be virtually impossible to tell which maps fall into tower category and which are big rr maps. Who will determine which is which?
I think Big RR and Tower should be separated. Why? I think most Towers are evil, they have humor, if you fall you NEED TELEPORT, at least for funners, even with anti-sink and 1 worm. I already suggested a feature I call Save State that players go back to a saved position pressing a button. This is needed for bungee race and all other races. Anti Sink helps, but not all maps explore Anti Sink feature, and there are parts of the map that are on top and there's no access to the water, it's bad that a map maker needs to always make maps with water at the bottom to "force save state" using anti sink.
Big RR doesn't need teleport. In this case, teleport will annoy players as Lupastic stated. Removing teleport from Big RR would be a good thing. Although, I think Deadcode or other devs should really think on a solution for these weapons that annoy the gameplay. For example in the scheme settings it would be amazing to select an option to ignore a determined weapon when pressing an F-key, or only pressing shift + F-key for that weapon. This would be great specially for f12 too. It would be a scheme specific thing or maybe something that players could configure, maybe even during the game.
There are many cases of maps that are in the grey area, middle term between two gameplay styles. I think that playing BIG RR and TTRR is a huge difference in terms of gameplay. Someone good in Big RR would suffer against a TTRR player. I think unifying everything and call this RR is not ok for competitive play. The same for Tower and Big RR.
I think each league scheme should receive an official mappack with a pattern of maps, because for example, I know that is not a famous scheme and not played competitively yet, but Boom for Weapons can be very different in terms of gameplay on each map you play. There are very evil maps and there are very easy maps. There are maps that explore the use of skunk a lot, there are maps that don't use skunk. Someone good with skunk would have advantage on certain maps, people good with some crazy combos would be good on other maps. It's complicated to select which map would fit best for a league, but I think that removing evil maps would be a great thing, this to all schemes. Evil maps are challenge maps, not good gameplay maps. Evil maps might be fun to play offline, not fun to play online.
To sum up: Big RR and Tower are different schemes. They deserve a proper scheme, because they need. In my point of view, I think that Big RR could receive a more conservative scheme that will be well seen for most players, specially the old school ropers. While Tower could receive a modern scheme, with LDET or even Rubber bounciness. Because the scheme is less serious anyway. I know that it is a hardcore gameplay scheme, it is serious in this sense, but I'm saying that compared to Big RR it has way more weird parts, creative gameplay, unexpected things you need to do, and when you fall it can really make you go behind other players. Falling in Big RR is not the same thing.
EDIT: We could also separate Creative/Handmade Big RR from Program-made/predictable, symmetrical, constant Big RR map.