Recently on a multiplayer save I had to cycle through a number of mods due to a desync issue (Not your mod thankfully!) but upon re-enabling the mod I came across a nil-reference issue that leads to game crashes.
On your script event function that is called when a player uses the targeting remote, you make a call to storage.missileSilos, but in this context the old deleted instance was still present in the table. Now, this can be fixed by calling the /bm_repair command included in the mod, but I think a more logical solution would be to just embed a quick instance check on the function to verify that the silo is valid and exists, then directly call your check function if it fails.