Probably things most would agree with:

1. Low Berths are meant to have an inherent risk (I think that's fair to say).
2. Emergency Low Berths, due to the likely faster freeze cycle and perhaps the more crowded conditions, are a bit more dangerous.
3. Ethical standards of passenger loss would dictate something that can carry most people (END 5+ would be a good starting point) with a fairly high degree of certainty of survival (what odds would YOU accept to travel on a plane? 10% failure or more? I doubt that)
4. Auto-revive should be the default if power is lost (all units should have onboard batteries enough for a standard or at least emergency wake up process) (damage to the berth might actually just force an unmanaged thaw which should be pretty darn dangerous)
5. Frozen watch and medical slow berth for injured people need to be considered and the latter would be not used often if an injured person died before getting to the table because of the impact of using the low berth

Now other things I think make sense:

1. Failures would occur at two places - the initial shock/damage of freezing and the struggle to revive (plus attention needs paid to damage to the unit and its effects)
2. Failures going in might be detectable during freezing and a backout or some mitigation steps might be possible (not sure what, but worth pondering)
3. Failures on exit might be detectable and you might have two options - stop the partial defrost and freeze again until you get to a better situation (better doc and facility) or go ahead with thaw
4. Range of failures should be from some short term minor/cosmetic failures right up to death but with quite a range of neuromotor, brain, or other trauma and possible effects on stats or conditions like blindness, deafness, loss of balance, loss of limb (frostbite!), etc.
5. Mods to your chances should come from:
Higher end for the freezee
Higher skill for the freezing attendant or the thawing attendant
Higher tech berths
Additional medical tech available asap on freezing
Perhaps some specially trained cryonics specialists (big hospitals on high tech worlds would have those and neurologists, etc. all on call or at hand)
Speed of thaw/freeze (emergency freeze or thaw or unmanaged freeze or thaw could be quite 'exciting!')
Condition of the berth (damage, even if it didn't kill you outright, could lead to damage before revival and make revival harder)
6. At higher tech, much like autodocs exist, autonomous (no attendant required) or semi-autonomous (attendant required for emergencies but the built in expert system gives a modifier for the attendant if they are marginally trained) berths should exist
7. If there are diagnostic checks in mid-freeze, before thaw, or mid-thaw that could help spot problems and change the decision (or allow different actions to enhance the odss of good outcomes), that would make for the freeze, unthaw cycle part of the experience for medics (and lets face it, doctors on most tramp freighters don't get as much action as pilotsĀ  and engineers) and as Low Berths are used rarely for players, making it not only special (once in my career, I had to be frozen to survive a misjump...) for what it is, but for the experience at the table ("Leeman shows signs of a heart fibrilation starting and you are only part way through the thaw... what do you do?").
8. Early low berths should be bigger, clunkier, and riskier. More advanced ones should be more sleek, more capable of accurate scans and diagnostics, and the most advanced should be semi- or completely autonomous versions.
9. Durations in the literature I've seen have been weeks but stretchable to up to 30 months (vs. a decade) so some sense has to exist that will allow the story-interesting long term freezing that we know from extant fiction and there's perhaps no good reason to make energy demand high.... it may just be a very efficient chest freezer (in a sense) and ongoing energy use might be quite minimal. (And battery tech at high TLs should be amazing).
10. The more you spend on a berth, to a point, the more quality of analysis and freeze/thaw operations you get. (More money can also buy a better doctor or team of same)

Side Quest: I haven't ever heard discussion in ship design of 'auxilliary power units' (like some sorts of generators - portable fusion generator? - or advanced battery banks) to handle cases where the main plant goes out but you still need to be able to open doors, run consoles and the main computer, and power low berths until rescue. That seems like something that ought to be there.

This is what I think though not all of it. I also want to think about whether or how long one can administer successive fast drugs (slow drugs? whichever slows your metabolism). They say 60-1 but I have to check if any version of the game limits duration. With metabolism happening, I'm guessing after 120 days under, you'd start getting dehydrated and after about 300-360 hours without nutrition, you'd be starving. But it seems quite possible to have auto-injects or pumped IVs to contribute ongoing doses of nutrients and hydration so maybe you can stay in for a long time.

Combining freezing and slow drug might be a good or horrible idea.

(Hey, new idea: Small dose of the drug to slow metabolism that works over 8 hours only - why? It's like the poor man's anagathics - only age 1 hour a night, save 7 hours a night of aging.... of course, probably won't work as you'd lose restorative sleep effects which are profound....)

(Is there a 'Rich Time Traveller' company? If I was on a developing world, had a massive liquid wealth, and could pop 20 years forward after making diverse investments in secure types of financial instruments, that might be a great way to grow wealth for the uber rich....)