All,
Great stuff so far!
Too modest Ordinal; keep me posted on your course. If you take more than a few weeks to get that together I'll likely be qualified to help teach it rather than consume it! (Yes, I'm an optimist

Lee, will do....
Dimentox, your first message is a bit cryptic ATM, but I'm sure it will make sense when I get down to coding things.
Spot on Lazarus; having some prior coding xp, I have started with a design document, now a full 7 pages long, that calls out all of the components and what they each do. This also ensures that any buds who help me know their bit.
To give back a little of what you all are so graciously giving me, here is the outline:
Release History: This section helps everyone to know which bits were touched since the last release of the document.
Definitions and Abbreviations: Ensuring that we all have a common understanding of what's being described. (I've fallen on this sword before :-0)
Rules: Describing the boundaries of the game play including timeline of events, players, scoring and the like. This is a match play model.
Registration: Defines the behavior of the object used for players to queue for play
Scheduler: This object manages the player queue and tracks if players remain available for their slot and adjusts the queue accordingly. This object tps the players to the battlefield.
Battlefield Controller: The player info is passed to this object when the players are tped to the field of play. This object acts as the referee during the match, tracking hits, kills and other scoring events.
Player Items: This section contains subsections for armor, weapons, and munitions. It defines the damage algorithm used for scoring describing how each player item impacts the scoring. The subsections detail the behaviors of items in that class to include limits and communication requirements with the Battlefield Controller object.
So, as you can surmise, I'm taking the custom weapons approach. This avoids the arms race and folks bringing in uber weapons, preserving the value of player skill. In order to score points, or even enter the field of battle for that matter, you'll have to be using integrated components.
To create a variety of items, enhancing the visual experience of the game, we will establish a system whereby the great armament builders can load our play script into their cool weapons and armor. I'll need to figure out some form of control on this front as we want to make a few $L on selling the scripts. (sage advice sought here

Thank you all again, and for those just reading along; pipe up and get involved!