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I'll try to answer all of your points.
Shells getting "killed" with fall damage - we haven't experienced this during our testing, and there was tons during development. But I'll look into it. Most probably just making them invisible or giving them a lot of health.
The casings are a bit complicated. Luckily during our games we haven't had an issue like that. IIRC I looked into the collision disabling but it wouldn't work in this case. I am not fond of deleting them outright. The most probable way to deal with this issue would be implementing a custom ace action on them that would "throw them" in direction you're looking/behind you/somewhere else. I think getting the vectors correctly should be reasonably doable.
Rotation - a rework for that is planned. Adding two rotation speeds, and making it more "gradual". It's a bit snappy rn. Once we finish current project we got ongoing I plan to implement these changes.
Repo - the repo was kept private. Given it's on my GitHub that I also share with possible employers, and it's arma development and the commit messages are... Let's say "not as desirable" to have on there
A throw action would be super useful, I had no clue the 105 shells etc were under TBD Mortars, I'll see if I can find some time to help, shame that disabling collision won't work, I understand not wanting to delete them outright either so maybe the simple object solution would be the best.
If I do make a PR I'll make sure to keep my commits safe for work haha!
There was actually one other thing that we talked about before I made this post, is it feasible to have the inventory interacts work in bulk? Say I'm carrying 3x rounds and want to change the charge of all of them, would adding an additional button for "change all" work? Even if it keeps the time requirement the same it would at least save the multiple clicks in the inventory