Did you ever play Yoda Stories? Much of what I've done was based on it, using it as a general rule of thumb.
There seems to be 11 missions altogether, as I got repeats on those too once I hit number 12.
This must be a bug then, I just checked and there are 12.
Lack of a difficulty curve...it became too easy after a while, especially with the shield generator.
I never expected anyone to stick with it long enough to become an issue. The only thing that addresses this is the ability for Mydia and DarkTroopers to appear in normal maps after they've been encountered in final maps, but it's not very common. I considered doing this for the giant Wampa as well, but decided against it.
Lack of an ending...more on this in suggestions below.
I brought this up a year ago, but no one commented so I felt it was best to leave it as is.
A friend suggested that I should tie some of the missions together in a loose story arc (completing mission x unlocks mission y), with a final mission that kicks the empire off Nothoth, and actually ends the game. I'm not sure though, Chibi Rebellion was always meant to be a "pick up and play" type game, but I told her I would think about it.
Ammo can still be picked up when you're at full capacity.
This was done intentionally. If you're already to the point your weapon(s) are full, chances are you don't need to worry about ammo conservation. It was initially done because I abhor leaving things laying around.
The starting maps (your house, rebel outpost, cantina, detention block) get recycled much earlier than the rest.
There's only five starting maps (Jaiyl's home has three variations). I never felt it was inappropriate to re-use the cantina or detention center maps, seemed like logical starting points. I could try to randomize the cantina level to be more HQuest like.
More types of those little puzzles...those are neat and it makes it feel like she's more than just a soldier. (eg. pushable things, they're easy to implement with +PUSHABLE)
I have the remnants of a power re-routing puzzle that was to be used in the Adessa hub, I just haven't found a Chibi Rebellion map that I can build around it. As it happens this is also the map I intend to use Rianna and Zeeo.
I don't like the pushable flag. With Doom's physics, it's more like bumping a giant bouncy ball. That's why I scripted the push/pull system I use now.
Perhaps more enemies in certain maps (eg. more important imperial buildings), when fighting it really feels like you're in a proper Star Wars battle...but often it ends too soon.
I've been trying to address this as I've gone over the maps. This is a FPS, you're supposed to have things to shoot at. Many of the first generation (pre-ZDoom) maps are just so small, I can't put many enemies in them. I try to expand them when I have reason to work on them, but it's a long term project.