He lifts badniks up too instead of JUST projectiles.
It takes over 50 objects and nearly 250 states to get Silver to properly use the nine objects that he can currently pick up and throw. Adding telekinesis-able objects that look like enemies' bodies would be impossible, as it would exceed both the object and state limits.
(they're closer to his head and above him, as well as carrying 4 at a time).
This is also impossible, as A_RotateSpikeBall has no Z-offset feature, using A_CapeChase instead would make the objects float in the exact same spot, making it difficult to tell exactly what Silver is holding, and I cannot think of any way to limit the number of objects that can be held. If there is a way to do that, though, it would probably take up almost all of the object and state slots, and I can't afford to do that since I'm planning to include custom enemies and bosses. Besides, Silver will probably never be holding more than five or so objects at a time, since he'll be constantly hurling them at targets as well as picking them up.
He also has to stop to pick things up, balancing things a bit.
How does that help with balancing? Besides, I'd say Silver has more than enough restrictions as it is. Since he picks things up with his spinitem, he can only do it on the ground, and he stops dead when he picks something up while moving. He can also only throw objects in mid-air with his thokitem, which also takes away his horizontal momentum. Removing the ability to grab things while moving would make using Silver a complete pain, which would mean that I failed in my mission to actually make playing as him fun.
Throwing the enemies at nothing makes them simply land on the ground again.
This would happen automatically if A_FireShot and A_LobShot defaulted to shooting straight ahead if there is no target, which they should, but they don't, and trying to implement a workaround for it would be a waste of state slots. Plus, the levels in the mod will always have a miniboss at the end which automatically ends the level upon death, and Silver's telekinesis has no range limit, meaning that he can never be in a situation where he has nothing to fire at.
Lastly, he can't jump on enemies.
I'm not sure how well others would react to this. The over-reliance on Silver's powers and lack of traditional Sonic gameplay elements was one thing that a lot of people seemed to dislike about Silver in '06.
If you did this you wouldn't have to have the wrong enemies shooting projectiles to make the feature useful, you wouldn't have to add those odd 2D crates. and he'd be compatible with any level.
The Crawlas' new abilities are not "wrong" or existing only to "make the feature useful". They are there to make the Crawlas more interesting and powerful opponents. Silver's telekinesis makes him quite a bit more powerful than the other characters in terms of combat, so the enemies have to be similarly ramped up in power. As for the crates, I don't see anything wrong with their appearance, and they're there to give Silver something to use as a ranged weapon if the projectiles he was carrying with him were not enough to kill all of the enemies in the area. Also, Silver will be technically compatible with every level once he's finished, although he will have to kill an enemy first in order to get something to throw if crates or other pre-existing objects are not placed. Please, don't give suggestions like these unless you know enough about SOCing to determine whether they are actually feasible.