One thing I notice - although I don't see why it would cause you to appear above the airbase in QC mode - is the use of this format "#Bombers#02" and 03, 04 etc.
I would get rid of the zero and use #bombers#2, meaning a randomly chosen bomber of group 2. Putting in a string of bombers with different group numbers has the same effect as not using any group number at all - a string of different bombers. The point of using the group numbers (the second hash and the number after it) is to get a cluster of one type of bomber. So several entries of #bombers#2 would give several bombers of the same type - and assumes there is another set of entries for group 1 #Bombers#1.
The use of groups in facility files is set out in the text file by Richard Eikland accompanying the Mission and Facility Editor.
NB I've been meaning to mention that in the runway object file, there are about a dozen different surface types that can be chosen, including IIRC things like "macadam", and long grass.
For TOW_airbase-single_2, the vehicles called by general pick type names are missing the # prefix, eg. #personnel_car
Also, you use several different styles of naming airbase facility files, sometimes using a dash - and sometimes using an underscore. This makes it tricky to fill out the entry in the Global Layer correctly so that is another area to check, that the names are correct in the GL.
However, the first thing to do is to go through the facility files and add any missing # tag in front of vehicle pick type names.
When I use the Mission and Facility Editor (which has heaps of great features, like quickly and visually changing a path's location), the one trap is that on saving and closing, all the # characters are stripped from the xml file - can be a real drag!