Doing my best to understand that long sentence, Sov, but I'd be lying if I said I fully got it! LOL. Here... have a few commas and full stops and try again!
....,,,,
Anyway, in all seriousness, I'm not sure where you picked up that losing rebel training when thrown in jail "was a bug"... or that it was being fixed. First I've heard of either, so perhaps you picked this up on the streets of Altis rather than from an admin or a developer? The truth is, the original vanilla Altis Life mission-script has this in, as the first action that happens when you are thrown in jail. A script is called (fnc_removeLicenses) that removes all your basic licenses (driver, gun, rebel), and (back in the jail script) all drug licences and any drugs you have on you (processed or unprocessed). Even the optional 'WantedPunish' script (that removes licenses if you die whilst being on the wanted-list) which can be called from 'onDeath' is in Tonic's original code - just commented-out so that it doesn't run. We've not changed this, and probably won't (because that would be a bit hard-ass).
So, no bugs here. Just options, and we're running pretty 'stock'.
The only change we've made on the rebel licence front is the cost - which is currently set at $500,000, because we found that the default cost was too low. It meant access to lethal rifles was far too easy for stupid RDMing idiots that would make a bee-line straight for the Rebel Bases to unlock that kit and create mayhem without RP. Whilst it has not cured RDMers totally (and certainly hasn't stopped people who hack and ass-spawn everything from mines to helicopters from time-to-time), it has definitely reduced the number of low-grade RDMers that think they can abuse rebel status.
As always, solutions are a trade-off. We know that some of the rebs don't like the high costs, and if I'm honest, neither do I - but it does at least mean that the rebels on our server are serious, and heightens the RP because most of them would rather die than go to jail (because it means that they'd lose their rebel license). It ups the ante a bit, and makes it harder for the cops to get an arrest - which is all good clean fun, really. Rebels are not known for their tendency to submit; if they were, they wouldn't be rebels!
Of course, we can change and tweak the system further, in terms of what licences get revoked and when, and what the costs are, etc, and we probably will, but this will most likely depend on feedback from play, and voting, etc. The Admins will handle this - I just bang the keys and make the magic happen (or not) depending on what is asked-for and agreed upon... so keep talking and feeding-back... it really does get read, even if not everybody has the time to pitch in to discuss it.
Thanks both for your questions and input, guys.