On many maps, at the end of the game all the thieves run for the exit so the required loot is present at that location. This should be split into its two components.
(A) If the map designer wants, as a goal, for a certain percentage of the thieves currently in play to be at the exit that make than percentage an explicit objective.
(B) Thieves can drop loot and objective items, to allow them to transfer this wealth from thief to thief, which in turn would allow the teamwork of certain thieves dashing for the exit while others become distractions or even stealthy predators.
I can paraphrase this in a different way.
Currently, a thief is encouraged to engage in risky behavior first and collect loot second. This is an artifical game contraint, caused by thieves not being able to transfer loot from thief to thief. It is needless, restricts teamwork, and can fairly easily be removed.
Note: the loot a thief drops should look different from the loot that appears by a thief corpse--maybe brown bags instead of purple ones; this brown-bag loot does not disappear with time as puruple-bag loot does, however if a guard walks upon it the brown-bag loot becomes purple-bag loot.
(A) If the map designer wants, as a goal, for a certain percentage of the thieves currently in play to be at the exit that make than percentage an explicit objective.
(B) Thieves can drop loot and objective items, to allow them to transfer this wealth from thief to thief, which in turn would allow the teamwork of certain thieves dashing for the exit while others become distractions or even stealthy predators.
I can paraphrase this in a different way.
Currently, a thief is encouraged to engage in risky behavior first and collect loot second. This is an artifical game contraint, caused by thieves not being able to transfer loot from thief to thief. It is needless, restricts teamwork, and can fairly easily be removed.

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