Zombie spawning on Officer is a no go, especially in situations you described (nothing stopping those other 5 zombies already being there tho
). Spawning on SL is fine for "travelling", but anything even NEAR combat will need a beacon. I'll be running officer myself, and will probably assign other BI guys to do it as we start needing more squads in order to keep the zombies playing fair.
I wasn't going to limit zombie kits, I was thinking about letting them use trooper radars, but I suppose those are pretty OP given that they stay for a long time after death (and zombies will die a lot!). I suppose we won't allow trooper radars, but zombies can choose whatever kit they want, but (out of combat) medic will be the only one really worth having.
I don't want the zombies to be holding bacta in combat situations etc. Zombies can get bacta only once an area is cleared or during non-combat or something, just because running for a while to finally find a survivor and get OHK would be crap.
The pickup kits issue is something I've thought about. I don't want the rebels to have access to "infinite" grenades due to looting Imperial corpses. If we could limit it to only picking up Rebel kits I wouldn't mind it, but there's the chance that during kit changing you'll end up with an imperial kit selected if people died en masse around an area and then the other kits will despawn. Like with detpacks, I'd rather just deal with that problem by eliminating it.
No win condition for Rebels. This is survival, not escape. The goal is to be the last man standing, whoever that is gets crowned winner. They'll get a force throw into the sky or something, I'm not spending any money on prizes 
Rules
-Imperials(Zombies) are only allowed Knifes as a weapon (Sensors, beacons OK, no droids or nades)
-Zombies can ONLY heal when OUT OF COMBAT. No running/hiding with bacta.
-Zombies can not spawn on SL (Only beacon) during combat conditions.
-Rebels can NOT use their primary weapon (rifles etc). Equipment is allowed with the exception of Detpacks. Officer kit not allowed. Droids will be allowed once a set number of humans are turned. Permission to use droids will be announced in game
-Rebels can not pick up fallen kits at all
-When a rebel dies by ANY reason (except malicious teamkills, as decided by admins), they switch to Imperial
-Rebels can be revived, but the man-down time will be reduced to about 7 seconds. Be quick!
-Rebels can NOT capture the garage Flag. I'd rather they couldn't capture any (given the fact that zombies "Hoard", camping from rebel spawn or the far side of the forest when the Zombies only own the control room), but there are hiding/holdout spots at all the other flags. The goal is not to capture out the Zombies, but to last as long as possible and also be the last man standing
-No vehicles for any reason
-No movement restrictions
-Stay within reasonable areas of the map (no hiding in the far-outer cliffs which are between the base and the valley flags, if you survive the drop)
-Newly turned zombies are allowed to give information to the zombie team about where everyone on their team was.