I think the problem is the biodegrader you have, you may have to reduce the lifespans or get rid of it altogether.
As I understand it, all particles (scenery, body parts, bullets, etc) are classified as objects, with a limit of 8491 (at least)
and moving objects are classified as Projectiles (but are objects too)
When you set projectiles to become dormant at rest, they basically stay around as scenery and no longer count as projectiles. This is how normal body parts work, unfortunatly they cannot biodegrade unless exploded. All body parts should have this flag (but only body parts).
If you remove becomes dormant at rest, have a lifespan, and promote to nothing, the projectile
will remain a projectile until lifespan is up, and then biodegrade. If the lifespans are to long, this will really hog up the 1024 proj limits and cause the exact problem your having. Either that or a messed up attack that doesn't become dormant or biodegrade.
I do not like biodegraders on body parts, they make for weak battlefields. So in my opinion for large battles, all attacks and spells should be realistic and have a quick biodegrade (seriously, no more then 5 or 10 seconds), and so they wont count toward the objects limit. Unless you have 400 soldiers all shooting mirv bombs at the exact same time, there should not be any problems with the proj limits. Body parts should always become dormant at rest, except mb for thrall type parts. The 8000+ object limit seems pretty tough to reach, unless you have tons of exploding scenery (like sand bag walls). Some fairly simple scripts can help if obj limit is reached.