thx for this release 
really a great improvemnt to the other version but i have found some things that didn´t work right for me.
here are my founds
-All inserts are not working correct
looks like you did something wrong with the on/off images on the lights & lightsa. on your build e.g. Light57 has PF_A for Off Image and PF_On for On Image. And Light57a has PF_B for Off Image and PF_Off for on Image. I think it has to be for Light57 PF_B for Off and PF_On for On Image and for Light57a PF_Off for Off image and PF_A for On Image. Hope this is right but when i look at the pf pics this order should be right.
-the primitive tagets lights are also not working correct. also seems to have wrong order
-light53 is not working. simply changed the ramptype from acrylic to alpha and that fixed the issue
-the dr evil top stays visible when open
-the lower inserts (the ones with a walllight over it) looking a bit strange for me. you can see it in your screenshot (red arrow area). dont know for what this technic with the walllights over the normal lights is for as i never seen something like this. But i have seen that the lights has the wallights as surface (0,5) and are collidable perhaps you want to simulate some lifted inserts as it could happen to older machines when they have a long/high runtime and from the heat the inserts will come up a bit. perhaps you can bring light to the dark 
-on the lower left ramp there a grafical glitch where to ramps collide (green arrow)

-the flasher causes grafic glitches when on with other objects. I have no screenshot but you can clearly see it when you go to the flasher test and let the flasher rotate a bit. some of the glitches are gone by using another FlashAR method
before it was
Sub FlashAR(nr, ramp, a, b, c) 'used for reflections when there is no off ramp
Select Case FadingState(nr)
Case 2:ramp.alpha = 0:FadingState(nr) = 0 'Off
Case 3:ramp.image = c:ramp.alpha=1:FadingState(nr) = 2 'fading...
Case 4:ramp.image = b:ramp.alpha=1:FadingState(nr) = 3 'fading...
Case 5:ramp.image = a:ramp.alpha = 1:FadingState(nr) = 1 'ON
End Select
End Sub
and i used
Sub FlashAR(nr, ramp, a, b, c) 'used for reflections when there is no off ramp
Select Case FadingState(nr)
Case 2:ramp.alpha = 0:ramp.TriggerSingleUpdate:FadingState(nr) = 0 'Off
Case 3:ramp.image = c:ramp.TriggerSingleUpdate:FadingState(nr) = 2 'fading...
Case 4:ramp.image = b:ramp.TriggerSingleUpdate:FadingState(nr) = 3 'fading...
Case 5:ramp.image = a:ramp.alpha = 1:ramp.TriggerSingleUpdate:FadingState(nr) = 1 'ON
End Select
End Sub
i also went to every flasher and empty´d the image for the alpharamps as they will get their image from script. As i said this removes some of the glitches or collisions of the flashers but not all especially at the backpanel.
And last but not least as said above the Gun Primitve looks really bad and could become some overhaulin´. also the time machine perhaps this could be done also with a primitive. don´t get me wrong with my critic about the look i totally respect all your hard work and appreciate it but perhaps you can improve this. As my grafical talent is near to zero i can only help with scripting a bit 
Hope this post helps you sorting out some things.
thx again and stay groovy...