So far, I have noticed a bit of a problem with this server, and that is that most rounds often devolve into boring greenshifts with only a handful of antagonists that rarely ever do anything disruptive (often having only one objective each), thus the game is often incredibly boring for security (I often play during afternoons and midday for context). I have an idea on how this could be dealt with, while still maintaining a good amount of roleplay and avoiding many issues that could be caused by more sweeping changes to antagonist selection.
Basically, this boils down to the idea of the antagonist and/or gamemode selection changing based on the day.
The general idea would be that on Monday, most rounds would have a generally major/loud antagonist like cultists or zombies or nukies (obviously with calmer rounds occasionally to help cool things down), but as the week progressed things would become calmer to the point where the only antagonists are thieves and syndies and sometimes lings by the point of Friday. Then on Saturday the server would do events, and on Sunday the server would open up for non whitelisted players with Friday's antagonist selection. Maybe the lobby art could even change depending on the day in order to imply how intense or relaxed the rounds are meant to be.
I think it would be cool if the server's round intensity could shift like this over the week, with Mondays being more intense because of the lesser work fatigue for most players, and calmer rounds on Friday due to it being a more relaxation-oriented day for most. It would allow the server to be more diverse in what kinds of rounds it produces while also allowing users to know what kind of round they're getting into (except for Saturday because that would be a wild card).
Granted, this is coming from the perspective of someone who mainly plays security, thus I may have a bit of a skewed viewpoint. However I do think this might be a decent idea to try out and see what the playerbase thinks, most likely starting on a Wednesday in order to better ease the playerbase into the idea. Of course, it would be best to update the server's description in order to explain this to anyone coming in for the first time.
Also more antagonists should have higher requirements. If 10 hours in is only barely enough to play cadet, it shouldn't be enough to play as major antagonists. I would recommend requiring 5 hours in sec for all antagonists other than the minor antagonists like thief across the board.