Okay, we may have reached a point where we're taking steps back instead of making the last one forward to lock down a release version, so here's a few clarifications to hopefully help push towards that.
- If you check the code of the EWCB class embedded in your map (easily done by right-clicking on any such placed actor and selecting Edit Script), you'll see at the top, commented out header that you're using v1.2 which already supports noStay for all weapons automatically. None of the other settings you changed around (like enabling bSequential which just turns off the randomness in the pickups' pool and makes the rotation more
boring predictable, or disabling and re-enabling bDelayedSpawn, as enabled is that param's default state already) have anything to do with weapon pickups remaining after grabbing 'em, which was an issue with v1.0 (as seen on 2ndRaceway-DW-SP1) and that's one of the reasons the updated version was made. Moreover, rebuilding any of the map's pre-baked aspects (lights, paths, geometry, etc.) has nothing to do with the EWCBs' standard operation. For the record, I tried out the latest version both offline and on my localhost server after setting both aforementioned params to their default values for all bases and everything seemed to work as it should: SSRs and CSRs would properly disappear after getting grabbed, and pickups rotated as expected. I dunno what caused this overreaction since, I believe, your EWCBs were already behaving as they should, but at any rate, trust me, there's noting wrong there.
- The lift-proximal beam st.meshes running parallel to the distant primaries' cicadas, as well as the connecting ones to the vec's base were collisionless to vehicles (again? not sure), and fixing that required finding the 2 resources in the st.mesh browser (myLevel.Base: grate3 and grate5), re-enabling the UseSimpleBoxCollision and UseSimpleLineCollision params for each, as well as giving both a new 6-DOP (box) collision.
- Aforementioned lifts apparently do take out 10hp per encroaching event (say, if you're standing right at the edge of the lift when it goes up and you hit the ceiling) just like you've set them to, but here's the weird part: that only happens in client/server remote play. In standalone mode the lift outright crushes you to death in one hit :s. At any rate, it doesn't affect the online experience at all so no need to worry about it; just thought I'd mention it for the record.
- Ran across a weird visual bug involving Wormbo's new badger headlight projector's angle and range, which seems to produce a light artifact at 90° angles both left and right of the vec's facing direction; becomes quite noticeable inside the bases' coliseums. It's not really relevant to anything here, but if I don't put it down, I'll probably forget it, so there

.
Edit: now including a picture
here!
Anyway, since I had to apply the aforementioned tweaks in order to test 'em out on the localhost server, and it all worked out fine, I figured I might as well do the path rebuilding UEd was whining about, resave the whole thing and upload it
here (only the map is included in the archive, none of the file dependencies) in the interest of saving you time later and for your reviewing convenience. Hope this doesn't come across as me overstepping my bounds here and that you're alright with it (if not, don't hesitate to say so though). If this helps, please let us know about whatever other changes, if any, we should be waiting for in order to schedule the roster update - like, say, adding back some extra items to those EWCBs or whatever else. Considering the map's reached a release version point, however, we'd appreciate it if you tried to keep focus on just fixing existing bugs instead of introducing more elements. Oh, and thanks again for the hard work, GLoups!