I know I've been working with DavidM on 2.4, but I'm unsure of a lot of these changes as well - whilst I agree that there's room for experimentation, this effectively changes the core of what deathball is. For example boosting, whether people like it or not, is a bit part of the game, and is part of what defines DB as DB. The same with the style of keeping.
I don't feel that DB has the life cycle left to take in such big changes which basically make it not DB any more. It's nice to try out new things but I think that if this is forced onto people it'll just scatter the community.
Deathball, in its current incarnation (2.3) is the result of over 2 years' playing and testing to resolve little niggly problems. This means that there are things like volley delay which aren't necessarily logical and perhaps annoy people, but all of the big exploits (with the exception perhaps of the penix - but even that's not all powerful) are pretty much gone.
Basically, I _like_ 2.3, and like I said, whilst experimentation is good for the future of the genre, I don't think a mod for a game which is likely to become obsolete soon is the place to do it - it won't attract new players and it most likely will require as much time to balance as the current game is. Changing fundamentals now won't really help.
Okay so that's a bit ranty as well, but I did need to express it. Now I've seen exactly how big the changes are, my issues aren't with the changes themselves, but the time it takes to balance them - it's too much too late in terms of DB as a UT2004 mod.
Apologies if I said the same thing 50 times, I'm kinda tired

. Also, to DavidM - I do very much want to try experimenting with things and working on 2.4, but see my comments above.