Can I offer a bit of design feedback, because having scrutinised the pictures I can see two potential long term problems with the layout straight off the bat. One of these should be a relatively easy fix; the other probably needs more of a rethink.
Point one: the Thunderbird 2 drop ramp. Assuming balls aren't going to get stuck under this, the metal edges of the ramp at the bottom are completely exposed. We had an issue for a short while during Alien development with ball scratching until we'd isolated the surface that was doing it - you're going to get the same thing here from ball hits to that ramp edge, and that will translate into playfield damage. The edge also looks low enough to cause horrific airballs. My advice: raise the height of the ramp edges, and attach a blue square rubber pad on either side that overlaps the front and protects the edge and the ball from each other. (George Gomez uses these a lot.) Problem solved.
Point two: there is nothing protecting the FAB1 shot wall from the activity of the pops close to it. This is never a good design idea. Go look up any game on the IPDB, and the pops are always surrounded by rubber or surfaces with plenty of give as much as possible, and metal is kept either a greater distance away or else is at a much more oblique angle to that of any ball hitting it. The pops on this game are going to be slamming into that guide wall, and especially since the wall is curved to create the dynamic of the shot, if it develops dent damage over time it's going to screw the shot up and ruin the game. This absolutely needs to be addressed in my opinion, even if it means taking out a pop and creating a secluded area of bounceback rubbers to create more bumper activity and provide a safe channel for the ball to leave the area.