The hut doesn't allow things in or out based on who is holding it; the only check to determine if something can pass through the hut freely is whether it is a creature or object that was within the dome when the spell was cast - and that doesn't change no matter how many times a creature or object goes out and then back in.
So, any thrown weapon can certainly be thrown back, though I doubt the players are likely to throw anything out of the hut after the first time an enemy throws something back in.
Ammunition is a bit trickier. Not because it has a different check to determine if it can pass back into the hut or not, but because it's usability might be in question after it has been fired out of the hut. At my table, we don't track mundane ammunition at all, so there'd be no reason why the baddies outside the hut can't fire ammunition pulled from their own wounds or picked up off the ground back into the hut - but at another table ammunition that gets fired out might be less certainly usable. I think the default 5e rules would suggest that only half the ammo that gets fired one way could be reused to fire the other way, since you can only normally recover half your spent ammunition after an encounter.
Absolutely. I'm not in disagreement that the hut is very good at doing what it does (which is permit safe rest in a wide variety of otherwise unsafe scenarios), just saying characters inside it are "nearly invulnerable" rather than "invulnerable."
Ok ... ok ... I give. "Nearly invulnerable" it is. Assuming you have someone that can disarm the PCs using melee*, enough archers to pick up the unbroken arrows and fire them back with disadvantage while guessing the proper location.
If facing an intelligent foe, particularly one good at military tactics, the PCs are not going to have a good day when the spell ends.
Which goes back to some of the original thread of "I just lock myself in a room to get a short rest" topics. Locking yourself into a small enclosed space when the enemy knows you're there and have no (or few) restrictions on what they can do outside of your safe spot is generally a bad idea. If someone locked themselves in the broom closet in a dungeon in my campaign and the bad guys knew they were there, the PCs either wouldn't be able to get out or the NPCs would have set up a gauntlet o' death for them.
*I guess you could just house rule that, but the only place I remember having rules for disarm was for the BattleMaster fighter, although there could be more.