first off, have to say this mod is amazing, me and my friends have had a blast playing it
Just for info I did the update from v19 to 19.1 and our saved game do appear to load and work ok, but I've not explored for any great distance so there might be huge holes in the map I've not found yet

So if you do update I'd say its worth at least having a look!
couple ideas I had, though I have no idea if even possible since I've never looked at the coding stuff, feel free to shoot me down in flames:
1. with the constant 'where do my arrows go when I shoot stuff' questions, would it be possible to add a loot bag drop for shot zombies with a chance to add each arrow you have fired into them? Though as you've said like 20 billion times, not exactly hard to make more. I'm not fussed personally but a though I had
2. any way you could pinch the turret AI and apply to the guards, if the turrets are working better? if you decided to delete them instead I wouldn't be bothered because they are completely useless as they are and if you're relying on a trader outopst for protection at night you're asking for trouble
3. some thoughts I had for tinned food. the way I see it most if not all tinned food should have a very low chance of food poisoning, becasue you know, its tinned food. However it should be a rare-ish drop, as if you nerfed the poisoning chance it would make the game way too easy. but what if we could increase the rarity as the stage/days/level progress? That way when you start as a fresh naked chap in the wilderness you have a bit more chance of finding decent food supplies, then you can worry a little less about starving to death and concentrate more on scavenging/building. As time passes tin drops get more and more rare but by then you should be able to fend for yourself, as you will have built up the skills and tools to do so. This also kinda makes sense in a realism setting, as the days go on all the tinned food would be looted by other survivors already... Maybe there could be a slight wellness increase for cooked tins over cold so there is still a benefit to cooking it? plus would be nice if you could just cook the stuff in the tin on a fire, though its not hard to dig up some clay to make a bowl I guess.
just my 2p
1) I don't think I can make arrows drop after a zombie is shot. Could look into it but VERY unlikely.
2) Believe it or not... the turrets actually don't HAVE any AI. This is their code in entityclasses.
<entity_class name="junkTurretGun">
<property name="Tags" value="turret,turretRanged,deployed"/>
<property name="Class" value="EntityTurret"/>
<property name="Parent" value="NPC"/>
<property name="Prefab" value="#Other/Items?Weapons/Ranged/JunkTurret/junkTurret_Prefab.prefab"/>
<property name="ModelType" value="Standard"/>
<property name="SurfaceCategory" value="metal"/>
<property name="IgnoreTrigger" value="true"/>
<property name="LootListAlive" value="0"/>
<property name="IsEnemyEntity" value="false"/>
<property name="WakeUpTime" value="0.5"/>
<property name="FallAsleepTime" value="10"/>
<property name="YawRange" value="90"/> <!-- horizontal swivel range. Keep under 180. -->
<property name="PitchRange" value="70"/>
<property name="TurnSpeed" value="22.5"/>
<property name="MaxDistance" value="15"/>
<property name="RaySpread" value="5"/>
<property name="BurstRoundCount" value="1"/>
<property name="BurstFireRate" value="1"/>
<property name="CooldownTime" value="1"/>
<property name="OvershootTime" value="0"/>
<property name="MaxOwnerDistance" value="16"/>
<property name="TargetingSound" value="turret_retarget_lp"/>
<property name="OverheatSound" value="turret_overheat_lp"/>
<property name="WakeUpSound" value="turret_windup"/>
<property name="FireSound" value="junkturret_fire"/>
<property name="ParticlesMuzzleFire" value="gunfire_junkturret"/>
<!-- <property name="ParticlesMuzzleSmoke" value="nozzlesmokeuzi"/> -->
<property name="TimeStayAfterDeath" value="0"/>
<property name="Explosion.ParticleIndex" value="6"/>
<property name="Explosion.RadiusBlocks" value="1"/>
<property name="Explosion.RadiusEntities" value="1"/>
<property name="RotateToGround" value="true"/>
<property name="Faction" value="none"/>
<!--<property name="MapIcon" value="ui_game_symbol_electric_turret"/>-->
<property name="MapIcon" value="ui_game_symbol_map_player_arrow"/>
<property name="NavObject" value="junk_turret" />
<property name="TrackerIcon" value="ui_game_symbol_assemble"/>
</entity_class>
So their code is.... somewhere in the DLL. Makes it a nightmare to find.
3) Already done. Food/water obey the gamestage loot system so you find more when you start, less as time goes on.