In the current state of the software (1.09 or 1.091 beta) it doesn't make much sense to have any other game strategy than going for the Shuttle MB, maxing the JP, collecting the JPs and the SJPs... wash, rinse, repeat, especially since the Shuttle MB is always just as easy to reach as the first time. That's 15 ramp shots and one scoop shot.
Maybe make the Shuttle MB a bit more difficult after the first time, to balance the scoring? For example, require the player always to lock a ball before lighting another lock from the HB ramp shot. Or require 2 shots for either (or both?) ramps instead of one before a ball is locked.
The modes have worse risk-reward ratio than the Shuttle MB strategy, since you can't (and won't be able to; I've asked DP) stack any modes with the Shuttle MB. In fact, currently a mode just terminates when the Shuttle MB starts. Here's to hope that at a bare minimum a mode would continue after the MB. Maybe modes should be a bit more valuable, too, to further balance the scoring? The All Values Doubled is a nice prize - and that you *can* stack - but unfortunately for quite a short time. Since the scoop shot gives nothing while in a mode, why not make it an "Add Time" shot instead?
Currently there's no prize for playing all six (small wheel) modes - IMO there should. The same applies for the PinBot letters.
Another player can steal your locks, and there's not much that can be done without an autoplunger. I suggested DP to add support for a 3rd party autoplunger mod, but they were not comfortable with encouraging physical mods. But what could be done is: when locks have been stolen and two more balls have been locked, start the Shuttle MB when the ball is launched from the Skill Shot lane.
Potential SPOILER ALERT, but already in December 2010 (!) Koen from DP revealed some of their plans for the rulesheet, including stuff that has not been seen yet: http://www.pinballnews.com/learn/dutchpinball/ (search for "Talk us through your new rules so far"). They seem to be in line with what's been promised: big wheel modes, another multiball, video mode, metamorphosis...
Not a rule suggestion, but pressing both flipper buttons should display the last game scores for 10 seconds or so, just like other modern games do with a few unpleasant exceptions. Haven't tested if this was added in 1.091 beta already?
The profiles feature enables some new things as well, such as a "rematch" option after a game: a quick way to start another game with the same number of players, in the same order, or in a "winner first" or a "loser first" order, with just a few presses of a button. For those that do not care for this, it could be disabled from the menu.
A (brief) grace period for the MB would be nice, as suggested above. There are few things more satisfying in pinball than making a certain shot a bit too late but still getting the prize. DP told me earlier that this would not fit well with the exploding shuttle animation, but why not make the shuttle vibrate a few more seconds (more) before exploding.
I also agree that the skill shot light should not stop moving when you launch the ball, but when one of the skill skill shot lane switches register.
Phew, I wish I didn't forget anything on my personal ideas/suggestions list. All or at least most of them I've told DP already in Nov/Dec, and they've appreciated them. Obviously not all of our hopes and wishes will make it in the game, but hopefully they will have enough resources to implement as much as possible, even in the pressure of finishing TBL on time (April, I guess). I'm sure they'll be able to sell more BoP2.0s and also TBLs if they make BoP2.0 the killer game they've promised (wink wink