I just tried the demo missions out and I'm impressed by how well the handling of the parachutes works - and that it's even possible with Flashpoint's crude but honest physics engine. I've tried a few unconventional things based on fixed-wing aircraft and helicopters myself, but they usually didn't end well for the pilots and their allies/enemies.
As for the muzzle flash issue at night, I remember fighting it, too - I tried changing the values for 'flash' and 'flashSize' in the config, too, but it didn't seem to have any effect. I'd have to give it a quick try on Sunday, but maybe it's possible to bypass it by using another simulation for the weapon.
And the kick - it's one of those weapons with a really high entertainment factor - it took me about 4 tries to finally knock that guy on the ground over, but it just felt too great. The only thing which might seem a bit odd is when using it in third person view.
When you upload the mission or campaign, just notify me - I haven't actually played much in ages now, I've been modding most of the time... also working on a full campaign, but it will be something more Science Fiction. And it's very true, the creative part is really addictive.