Topic: 16-player map tweaks
I've noticed that a couple of the 16-player size maps are quite biased in favour of the Imperials.
On Endor Clearing there are no vehicles and the Rebels seem to spawn about 200 yards further away from the Crash Site than the Imperials. The Imps capture the CP before the Rebs even get into the flag radius and the Rebel tickets start bleeding before the game has really started. Two possible tweaks to even things up a bit are: make the Reb and Imp spawnpoints equidistant from the Crash Site, or leave the spawnpoints as they are but give the Rebs a slight advantage in ticket numbers to offset the fact that they will never capture the middle CP before the Imps.
On Mos Espa again there are no vehicles and the Rebs have much further to go to capture Jabba's than the Imps do to get Gardulla's. I've seen Imps arriving in the flag zone of Jabba's before the Rebs have had the opportunity to turn it. This one could be evened up either by moving to CP from Gardulla's into the middle of the 'hangar' that's above it on the minimap, or by moving the Imp spawnpoint into the desert near Slave Quarters, so they have a comparable distance to go to Gardulla's as the Rebs have to go to Jabba's.
On top of all that, the Imps have a 40-point ticket advantage... Why? They don't have to get across the desert to prevent ticket bleed. Surely, if you are going to leave it like that, the Rebs should start with Gardulla's and Jabba's, and the Imps should bleed until they get Gardulla's.