Two tweaks to changes made for EGC.

Pig: I understand not letting her have too much power with the EGC, but I do think she needs just a little more than she has now. So here's what I'd like to see.
If EGC has started, Pig's traps no longer activate on survivors. Traps already on their head, if not already activated, do not stop them from leaving through the gates.
HOWEVER, if all five generators are done and the exit gates are powers, head traps on survivors instantly become activated (as they do before the PTB). This allows for some pigs to save their traps for closer to the endgame (leading to more dynamic gameplay because different styles of pig will exist), but also puts the pressure on survivors facing the pig... no messing around, you gotta open gates FAST to rob her of power, because now if someone gets downed, and hatted, before a gate's open, they're stuck searching boxes while the timer ticks down. And the Pig herself is less likely to open the gates herself and initiate the EGC if she can still trap people and have them not be useless. Or, if there's already active traps on survivors, she might want to activate it just so their searching pig boxes eats into the timer... a bigger variety of strategies to use = more fun potential, IMHO. The EGC was advertised as making the endgame more exciting and dynamic, so it's deeply disappointed that it reduces the variety of ways to play the pig traps to use as early as possible to "slow them down working on generators."
Remember Me: Again, I understand the need not to make opening gates too onerous if the timer's ticking down and it's the only escape option for survivors. However, IMHO, there's an almost as simple solution that still preserves the perk's old utility:
If EGC has not started, Remember Me is how the perk is pre-PTB, 5 seconds for each stack, up to a maximum of 30. However, if the EGC HAS started, then the time is halved (or more than halved, maybe 2 seconds for each stack). This, the perk is now still powerful, and useful, to delay triggering of the EGC (which usually means the survivors CAN escape and the killer is probably screwed unless he has ways to pressure them back), but has a much less game-unbalancing benefit if the hatch is closed and survivors need to open a gate to get out before the Entity takes them and have to be working on it for 50 seconds out of a probably-already-depleted 2 minute timer.
Not much to say, probably been suggested before, but I wanted to wish it anyway in the Wishlist forum.