
Some thoughts on this:
[1] The purple bouncers are a pain in the backside. Yes, they help to keep the pack compact, but they ruin the life of the player who is winning!
I preferred the parachutes in this sense! Perhaps the parachute effect strength should depend on ranking? I.e., first kart slows down most, second kart a bit less, etc.
In powerup.xml, we changed the rubber balls from 0/10/20/30/60/0 to 0/20/20/10/0/0, and this helps. (The karts at the back don't care about the leader -- they want cupcakes!!)
Still, in some circuits the winning tactic is to stay in 2nd position as long as possible, which is not really the idea of a racing game.
[2] Invulnerability ("seeing the stars") seems overly protective; sometimes there's nothing to fire a plunger at, because all five-six karts in front of you are seeing the stars. In stk_config.xml, we reduced explosion invulnerability-time from 6 to 3 (seconds), and this helps.
Also, I couldn't resist increasing the explosion radius a bit... it's cool to use a well-aimed bowling ball to take out six or seven opponents!! Perhaps the bowling ball could have a greater radius than the cupcake? Because it is a skilled weapon?
My suggestion on invulnerability would be: it should only protect against explosions, i.e., not against plungers or swatters.
[3] Shared high scores: oh dear, this is a problem. It seems that two users cannot use the same highscore.xml at the same time! Ouch. (All that trouble to set up an SMB share, mount it on the laptop, symlink highscore.xml to the share... we still have to take turns playing!) A tool to export and merge-import highscore files would be useful here; better yet, a file that is only locked momentarily when reading/writing (and released to other users in between). I got started scribbling together a Perl script to merge highscore.xml files, but am a bit stuck for time at the moment (balancing with actually PLAYING stk, and all that!

[4] Quick circuit advice, three shortcuts that I think should be made illegal (apologies if this has already been done -- the openSUSE packagers sometimes have other priorities): XR591 passing behind the electric fence; Green Valley at about 26" cut across the fields (bit of nitro to get up the slope); Lighthouse cut the final loop i.e. go straight for the start-finish line.
Thanks again to everybody for all the hard work!! STK 0.7 was a brilliant game, and it just keeps getting better!!