If there's unused animations in earlier revisions I'm sure they could be added back in (if they're still in the codebase).
As for the ongoing debate regarding making stuff "easy", I say the best thing to do is unlock as many parameters as can be unlocked, with the factory default ones being marked in the new adjustments that would let you tweak them. System 11 did this pretty well, where you could use the presets, but then tweak individual values to your liking.
As for the specific controversy regarding the STTNG guns, like was pointed out, it's not a timer. It's a reaction to switches instead, so to change that would require a (presumably new) counter for the # of times that the guns have activated each of the switches. This is one of those cases where I think the juice isn't worth the squeeze.
I actively dislike the cannons on STTNG for anything other than shooting the start mission shot at the start of multiball. I almost always do not aim for start mission when available if it's battle simulation, and I almost always choose that mode last if I have a choice. I should probably disable my guns.
I've watched a lot of brand new pinball players play STTNG and none of them grasp even rudimentary rules, let alone subtleties. This is actually true for most games, but at least for the early solid states and EM's, everyone was able to tell me a smattering of correct rules just based on what they saw while playing. More telling, they simply didn't care about complexity. The favorite game for rulesets was 4 Square.... everyone got that you shoot 1-2-3-4, over and over. The could SEE it in the middle of the PF. (The other favorite game was Atlantis (the 1989 one) all the women liked that one for the artwork. No one had any idea of the rules though.)