Even though I'm probably not going, since I'm in Tucson, I thought I'd bring up some flaws and ideas for you.
"7. Thunder B's, Deep fire, Firepower Palco, AI Tornado, Snicker's 360, Escort grenades, Madbull grenades, TMC grenades, G&G grenades, PFI grenades, RAP4, cidasoft grenades, Matrix grenades, Pro arms grenades, A&K grenades"
What is it about these? Are these the allowed grenades (or examples of them)? Do these have a higher kill radius?
For Thunder B's, does the 1 grenade = 1 game life mean you can use the same guts, but change out the shell (if you are carrying extra's), or is the whole device itself "dead"?
"4. Sound based grenades, must go off to count. (If you toss a Thunder B, and they run for cover, then it goes boom, no kill.)"
should be :
If you toss a Thunder B, and they hide behind hard cover, or leave the 10 foot radius before it goes boom, no kill.
Also, would exploding grenades like the Thunder B have a higher kill radius than the dummy grenades?
You also didn't state anything about the solid rubber grenades. Are those allowed, or no? I personally wouldn't allow them, because they could potentially hurt someone.
"Any rifle that shoots 2 bb's with one pull of a trigger will be considered a automatic, and can not fall under the sniper rifle. (If you have a selector switch it will not be considered a sniper rifle.)"
This isn't really needed anymore, since you already stated you've removed the sniper rules.
~Sinful