1. Overall it appears to take little time to defuse a bomb. I'd like to see this increased overall and any other increases tied to relative skills in defusing, which I think should be tied to similar skills/stats needed for crafting explosives. The lower your comparative skill to the person who crafted and/or rigged the bomb, the longer it takes you.
2. While defusing in an increased time period, I'd like to see several different checks introduced, also compared to the skill/stats of the individual who rigged the bomb.
Different stages could include:
a) A total fail, where everyone suffers the consequences.
b) A fail where only half the PCs in the room are affected, or only the items in the room.
c) a half-success where people/items in the room are fine, but the person only succeeds in this regard, and otherwise actually take an INCREASED amount of damage onto their person.
d) for certain types of specific damage where you may prevent others suffering, but you take an INCREASED load of the damage which has a chance to potentially kill you or at least make a couple of your days filled with suffering.
e) complete success.
These are just some ideas out of a lot of options or outcomes which could happen and it might not make sense for how the game and staff want to treat explosives. But I'd like to see it take a little more to defuse/stop bombs (if this isn't an @bug, which I did @bug) while also having different possibilities outcomes rather than defuse!fail, defuse!success, which can make the scene a little more dynamic and the consequences a little more severe and inclusive, depending.