I'd add a system compare (Bonus_Tomat_A.timerA.currenttime is not equal to 0) to the on destroyed command, just to be sure not to trigger the on destroyed when the timer-behaviour is responsible for the destroy action.
And you should really put the Bonus_Tomat_B spawn action before you destroy it.
At the moment it also seems if there is no difference between Tomat_A and Tomat_B, because they both have the same events and actions, which makes me wonder why not just use instances of Bonus_tomat, but I might be missing something.