I think the campaign should be shortened, but not halved. Some of us do play after the weak go to sleep

and I for one like to continue the campaign. Saying that, we still hardly ever get to play the last map. The public 6 map campaigns work well for time, so I'd suggest around 6-8 maps in a campaign.
I'm all for a different campaign on a Sunday to a Wednesday. I haven't played SupplyDepot or others we have on the server but not in campaigns with that many players, and would at least like to find out how good/bad they are.
By all means, limit heavy weapons, but please don't ban them. They are part of the game, and those who whine should stop whining, and think of different strategies instead.
I think a sensible limit is probably one on each side for at least 10 players total -- that is, if
both sides have at least 5 players, they can have a heavy each. 5v4 == no heavies at all. After 10 players, I haven't thought much about how to limit heavies - I suppose if we go linear 20 players -> 2 heavies each.
And now, the shuffle rant(ish):
One other thing I'd like to see, if possible, is a limit on XP shuffling. I just get pissed off when people insist on shuffling every bloody map. Shuffling also tends to not work that well a lot of the time, with the balance shifted over to the other side, rather than equalised.
Firstly, there is little point in shuffling after just the first map, especially when before the give starting time of 20:00 (
http://clan.lugradio.org/) and we're supposed to be warming up (I note the server/map cycle doesn't restart at 20:00 like it did previously -- maybe that should be re-implemented, or the site changed to say we start at 19:30). There has just not been enough play. Maybe stop the shuffling until the 2nd or 3rd map is finished, if possible?
Similarly, there is little point in shuffling after every single map. Maybe prevent shuffling except after every 2-3 maps, if possible, preferrably just the once, midway through the rest of the campaign.
Finally, maybe shuffle only when there is an imbalance of players (due to players leaving, for example), or there really is a big difference in XP.