The toolkit can crash for a number of reasons. For me, it normally happens because I get anxious and attempt to deploy the mod before testing a script (that has a compile error in it). If your map has scripts, then there could be a lot of reasons for the crash in there... Maybe the script tries to spawn an entity that is not embedded into the map. That will almost always crash it. Timing is also important. When script_main.script fires when you load a map, most things don't exist yet. IE: The map, its entities, even the player inventory. I have to use a threaded delay so that my map entrance script wait a few seconds before running, otherwise things tend to crash.
I have also had issues when I have embedded custom entities into maps which I later renamed or removed from the decls area. When you embed an instance into a map, a snapshot is made and the info is actually embedded into the .map files (which is plain text BTW). If you later rename or remove the decl, at compile time it can freak out.
These are the crashes that I have witnessed. I am sure there are other scenarios.
Anyway, the best bet is to look at the build log:
/SAVES/mods//base/build_randomtext.log
you should see build logs, even if the build fails and it crashes. Check it out and see what the error was before it stopped logging.