The main problem with kitpvp was the kits, the archer was so unbalanced all the other classes were a joke. EVERY SINGLE KIT needs a sword, 12 or so arrows, bow, rod, armour, and maybe a gapple or an instaheal. For example, make an "archer" class with power 2 on the bow and prot 1 armour, but give a "knight" class sharpness 2 and proj prot 1, no enchants on his bow. Every kill ups the enchantment level on a random armour piece or weapon, and gives you 12 more arrows and another gapple or instaheal.
This type of system is what made a UHC server go from 10 daily players max to 100 daily players easily. There will often be 10-20 people in ffa, all fighting it out and getting cleaned by wannabe rod-gods and the like.
Basically the entire point of this post is balance the kits or kit still won't be fun.
Old map was pretty nice, maybe not quite flat enough though, and tbh too big for the amount of players on meep.edit: maybe balance out the armour by giving "archer" proj prot on helmet and boots, prot on the shirt and pants, and give "knight" prot on the helmet and boots, proj prot on the shirt and pants. (All of this should probs be iron btw)
Maybe even add a third class to the mix (3 is PLENTY) which deals lots of damage with less armour (maybe "assassin" with a dia sword, clean bow, and clean iron armour until he gets a kill) that starts with an epearl to combat bows. (so the strategy would be to rush in for meelee)