You can add more unit classes anytime the game is running, but there's no way to remove them. So once you've hit the limit you shouldn't add any more. The 'spawn as locals' script added the local units to the main teams so I'd say you can't force someone into a class not on their team (if you could then I would have when making that script).
It would have been trivial for the uf_classes table to contain each classes team information. I missed a feature there.
If you change weapon properties through Lua the map will crash online, so in your addme.lua don't add your map to the mp mission list. Reloading with different unit classes will probably work online so long as every possible class is loaded every time. You wouldn't have to add every loaded class. Only the server would add classes to teams. Clients could be forced spawned with the proper classes, but no one will be able to manually select a class. To get around that, the server should create a specific object that represents a specific class layout. Clients should watch for the existence of the object then configure their teams accordingly. Based off my 'spawn as locals' experience, I believe that'll work well for MP.




