The scenario has really good potential on how it's been reworked.
Some thing I would have done:
1) for better animation at start, I would spawn an invisible roboport with a temporary request for the bots and an invisible active provider chest and keep the starting cargo pod standing until actions are finished, this would make the player think the robots really deployed from the cargo pod
2) I wanted to see what this scenario has to offer and accelerate some task so I tried to install some mods midgame and got this error:
Error while running event level::on_configuration_changed
level/control.lua:732: attempt to index field 'bravest-new-world' (a nil value)
stack traceback:
level/control.lua:732: in function <level/control.lua:731>
Starting the game fresh still work, it occur to any mod change (tried editor extension and 7 segment digits)
3) If you want testers, I would be glad to offer help, I have also made some mods (participated in some fix of the orginal version of BNW ).