Didn't even notice this topic. Skybridging is obvious and has been dealt with to some degree, so I'll skip it for now.
Beds:
I agree with borogoves, beds need tweaking.
Though I originally advocated beds at the planet drop point, it would make winning difficult when you have a constant wave of defenders dropping in. The reason we can win now is removing the opponent's bed from the planet, allowing adequate time to sabotage and reach the core.
I like von's original suggestion of having no beds at all though, so that the run back to your planet simulates a respawn timer. Anybody that plays first person shooters should understand this. In games like Call of Duty where you can respawn immediately players tend to be wreckless and don't have any reason to be careful, but in games like Battlefield there tends to be a slower pace because death means you're out of the game for a time.
As it is now we can establish a forward bed and literally throw bodies at the other team until they go straight defensive (usually by destroying their own bridge). That kind of staying power is what decides games halfway through and makes the game kind of miserable for the opposing team.
Adding consequences to death will probably completely change the game, but that's not necessarily a bad thing. Momentum will still play a pivotal role, the difference being it isn't established 5 minutes in and impossible to turn around. Instead, it will become a calculated effort of choosing when to stand down and when to strike.
Removing beds will also remove one of the biggest reasons that skybridges are a threat. Take away a team's staying power and ability to throw constant bodies down from the bridge and it becomes a double-edged sword where dying means it could be captured and used against you.
Bows:
I don't know exactly how much gravel is on the map anymore, but in the games I played we only got the 20 gravel from the first node and that felt completely fine. Again idk how much the second nodes add, so maybe the amount does need tweaking.
But the real issue with bows is enchanting. Power bows are the reason bows are ridiculous, not the quantity of arrows. It changes a 3HKO to a 2HKO, giving a significant amount of mileage per arrow and an impenetrable defense. In fact bows are so intense right now that you can get shot to death before you really know what's hitting you. Removing enchanting will immediately bring bows back into the "manageable" range.