Nice to see Castra getting some more attention, it was a integral part of a modded playthrough with one of my friends, but as mentioned in your post, it did have some issues that I was a little disappointed Bartz never got around to fixing. If you're looking to take the reigns here, you are more than welcome to use the features I implemented in my personal fork here:
https://github.com/Phantom139/castra
Which include:
- Rebalance to the enemy tank units, giving them actual projectile weapons
- Addition of lower tier machine gun car units, which appear earlier in the playthrough
- Sync with some external mods to make things more interesting, including: Explosive RC Car (I made the enemy variants these comical sonic speed demons that can scare the living daylight out of you as they relentlessly chase you down :) ), Promethus Grenade Launcher (Enemy Turret Variant), Vortik's Cannon Turret (Enemy Turret Variant).
- Additional enemy control setting (You have the artillery toggle, I also added a toggle for enemy nuke usage, and synced with some of the modded SA nuke weapons (e.g., Cerys and Maraxsis)
- New Tech: While you modify the enemy research via a setting, I added a new infinite tech to disrupt the enemy research speed, slowing it down through gameplay instead of a menu toggle.
- Multiplayer Bug Fixes: The original mod used a lot of unsafe multiplayer code revolving around Math.Random instead of the game's internal RNG engine, I fixed those and seeded the RNG engine. I had a thread running a while back with Loup on Rubia, I suspect the original Castra may have had a desync issue but I never got around to a robust test and I feel it would be nice to do that.
- Base-Gen Fixes: On the same front, there is a significant bug in the original version of the mod that can break the enemy base generator leading to substantial performance loss later on. I addressed that in my version.
Happy to provide any details if you want!