With 30 minutes the 16 bots don't complete the objectives anyway so you don't have to support the delivers for all 4 stages.
(1) the rocket guns are quite effective at only a couple of delivers each but that slows down the game steal-delivers after that.
(2) The forward fence tends to push the spawning bots to go single file out the center so i say de-emphasize that deliver, Also the bots defend best when they can fire back into their own areas, so I would avoid having them building the solid forward fence (kill the deliver at the barbed wire state unless you want to support climbing the chain-link fence in which case kill the deliver at the first deliver).
(3) An alternate to defending the underground wall would be to route through the center underground. I only saw 2 bots in the center during all my testing and I did a lot of running through the center. this could help the play in the second half when the bot xp slows down the success rate for steal-delivers. It would also allow for the bots to switch over to the other steal. (BTW did you ever test whether the bots can crawl out from under the medic hut?)
(4) Making the deliver paths less exposed would like help alot. i get the impression that it is the fight reaction that pauses the bots during the delivers and it takes them some seconds to return to the deliver action after the fight.
(5) Mines would be good too (note there is a bug of sorts when the engr building stage adds the pre-placed mines. Your HUD gives you 999 mines -minus what you placed but won't let more be placed saying that maximum was reached. Given the limits on Fritzbot stability re:>10 mines I would limit the mine actions to 3 or 4 JIC or don't support the engr deliver that far)
(BTW FYI testing long games got a G_spawn no entities error at 198 minutes of continuous play, the log seems to have a lot of airstrikes entities? maybe random RAM stuff)
And if somebody has time to waste, something else that would be an interesting research topic would be can the bots make use of the cvop hut teleport (i.e. an altroam on the pad and a secondary route at the underground cavern and not zombie or backtrack, or should the secondary route be at the teleport but its pathaction be within site of the cavern)