That's cute and all, but an adaptive system is better because that prevents the server host from needing to touch anything and will handle fluctuating server populations reflexively.
respawntime = 35.0 - 5.0 * sqrt( (25.0 / 16.0) * currentplayercount );
(or a simple lookup table containing the results of this calculation)
This assumes a hard player limit of 16 players and will scale respawns thus:
0 players: 35 seconds.
1 player: 30 seconds.
2 players: 26 seconds.
3 players: 24 seconds.
4 players: 22½ seconds.
5 players: 21 seconds.
6 players: 19½ seconds.
7 players: 18½ seconds.
8 players: 17¼ seconds.
9 players: 16¼ seconds.
10 players: 15¼ seconds.
11 players: 14½ seconds.
12 players: 13½ seconds.
13 players: 12½ seconds.
14 players: 11½ seconds.
15 players: 10¾ seconds.
16 players: 10 seconds.
Now, a loaded server will be kept well-supplied while a light server won't see people picking up the same damn armor three times in one gunfight. (Happened during testing; I caught someone getting armor, we played autoshotty, I picked it up, more autoshotty, I grabbed it again just in time and ended the combat. That stunk.)
The existing cvars could become multipliers to allow some customization in release and ease of beta testing.
Look what you did, making me bug about this before damage is sorted out.