I played a few games on code 1.10 and noticed an undocumented change regarding the amount of missions that you need to complete to get an Extra Ball. From 5 missions it's now changed to 7 using the default settings. The mini-wizard mode grace-period add-a-ball trick still works but even so, completing 7 missions pushes the EB more into the late game territory.
The 5 missions needed for an EB in the old code was usually my first EB in the game if I stacked missions efficiently, followed by 90+ TIE Fighters, then the mini-screen EB. But now, destroying 90+ TFs will most likely be the first EB of the game followed by a lucky mini-screen EB and then a late game 7 missions completed EB.
I think that with this change the first TIE Fighter MB and an early Victory MB have been elevated in importance as these are some of the best ways to destroy 90+ TFs safely. It's interesting to think that such a small change can make you re-examine how you tackle the game.
Added over 3 years ago:
Edit: I've now put in a lot more games on the new code and I've noticed the criteria to light up an EB from completing missions increased automatically from 7 to now 9! So it looks like it has something to do with how well you're playing, maybe the average score on the machine, things like that.
For me, 9 is a bit much... so I'm considering changing the default setting from Auto to maybe the previous code's default of 5. After all, the game kind of has its own player controlled dynamic difficulty setting thanks to the ability to stack missions or not, as you can stack missions efficiently (Easy), inefficiently (Medium) or not at all (Hard). I'm not a fan of the EB criteria changing on the fly in between games for home use.