Let me update some issues mentioned in my original post:
- Regarding the tiberium regrowth: I played the skirmish level Little Big Lake (4). I had just two harvesters on the tiberium field and it was depleted. After the tib. field was depleted I continued playing but didnt saw any tiberium regrowth, but, since you are saying that tiberium regrows, I guess that it was because more time was needed, so its Ok then.
- Let me correct the issue with the NOD rocket soldiers : I have faced the problem in 3&4 levels of the NOD campaign (not the 4&5 which I have originaly posted). In the 3rd level (you have to capture the GDI prison) you have a base and you can build lots of infantry to destroy the guard towers. In the 4th level (where you have to intercept the GDI convoy, kill the civilians and destroy residual GDI forces) you have a specific force consisted of NOD buggies, reckon bikes and infantry. After killing the civillians and the GDI convoy the last thing that I had to do is to destroy the GDI base, guarded by guard towers. But the intial force, I think, is not enough to destroy guard towers, while being attacked by the GDI forces in the base, at least I was unable to accomplish the 4th mission. So it was my mistake about the 5th mission, apologies.
I just think that the Rocket Soldier's (and maybe reckon bike's too since it uses rockets?) range has to be increased. The guard tower should be deadly at close range in order to beat infantry and light armored vehicles, but should be outranged by rocket infantry and heavier armored units (tanks, artillery).
I also think that the NOD get too much artillery in skirmish. I understand that NOD has powerful artillery (NOD artillery and SSM) and GDI powerful tanks (mammoth). But I believe that it is just too much for the NOD to get the MRLS artillery too, which was originally a GDI unit. They have their artillery tank to beat medium GDI tanks and soldier concentrations and their nice SSM to beat everything else at long ranges. In order to balance the MRLS being removed from the NOD the NOD artillery tank's range and/or damage could be increased (even if I believe the artillery tanks are OK as they are).
Finally I have noticed that the NOD chem warrior cannot attack tanks. In the original game he was able to destroy tanks (and he was more effective than the flamethrowers), so why not make him attack tanks too?
These were just my ideas regarding the mod (at least for now :-) ).
I'll post if I find anything else