I dunno, those videos all look like strong evidence for keeping the shit canisters exactly as they are
Thing is, even with a weakened blast radius on the canister, you can still translocate basically anywhere in the map for a large open level like that, which I knew would be a thing when I decided to include it. I knew it would be impossible to totally prevent sequence breaks, but I don't think it's really a problem per se -- pretty much any classic FPS has ways you can sequence break when you find a clever workaround.
I never thought of using the shit canisters to directly launch the xloc disc myself, so I have to hand it to you for that! My method is a lot slower, i.e. just firing the disc and teleporting to it over and over until I reached the goal. But launching the disc itself is way faster and more effective, as you discovered!
I *could* make it so doing that damages the disc and kills you if you try to teleport to it after, but where's the fun in that?
Also, a lot of later maps will be just as open if not moreso, but require completing multiple objectives to finish, so you couldn't easily just sequence-break them like that. If anything, you'd want to disc-launch to make getting to the objective locations easier, but you'd still probably spend about the same amount of time fighting when you clear the defenders, nail the objective, and then kill the retaliation force that shows up (which is common).