M1.: The only problems I've encountered are: the nav beacon jumps out when not needed (I think it should disappear), and in the debriefing the "There's no recommendations for you" text is doubled.
It's a really fine, simple mission.
M2.: I recall there being a small typo in the briefing text and a strange mention of Capella in-mission (something about "it got really hot here when Capella got exploded"). The other thing are the Triton freighters and pirate Perseus fighters - are you sure they should be there? I mean, it's Sol some time before GTVA got the Third Fleet running, I don't really think local civvies or pirates could get some Tev freighters and fighters. I also got a message from Red after I got rid of the spyboats, telling me to hurry up because "they" are going to jump soon. And I think the ambient music could be a bit different.
That station is a really nice place though!
M3.: One of friendly wings are Myrmidons... unarmed Myrmidons (because there's no Tev weapon to choose from - probably because these Myrmidons shouldn't be there in the first place!). Also the equipment of these pirates is a bit strange: Myrmidons, Areses, AAA beams on the Leviathan... And I happened to call in the support ship only to realise it's a Hygeia (sometimes). Probably related to the Myrmidon Gamma wing. A few typos: "This lady is quiet old", "quiet some time now" (it's 'quite'), the message saying "let's take this cruiser" shows up some time after the transport docked with it (just after the second pirate wave goes boom). And after the battle started, I realized I can order around some of the UEF fighters. Another typo in the debriefing - "heroes above the Hades" (aboard?). And that ambient music (during battle it was a lot better).
This is actually a pretty complex mission with a really bloody satisfying bonus objective. Grimlers FTW!
M4.: The way that your commander is doing his job (wih Ubuntu all around and stuff)... Well, he sounds like a crazy old paranoical grandpa that nobody cares about, but in command of a frigate and its fighter wings. I wouldn't say he resembles any military man. Plus, the way player launches is a bit strange... and the music in the first part of the mission seems... inadequate. And be sure to check player orders, I seem to be able to order many things around the place.
A nice way to introduce the trauma of the main character. And if the player decides to shoot some time after the order was given, the way the transport loses control is looking very realistic.
M5. & M6.: What I can say about them is that the briefing music is a bit too... aggresive in relation to what is in the text. And I think you could use the fiction viewer or the red-alert briefing instead of normal briefing in M6.
But this is a really pleasant search-and-salvage mission. Well done!
What I could say about the campaign in general: It's really nice. There aren't so many campaigns out there about civilians during wartime, so you're doing a really nice thing for the diversity of scenarios pf Freespace! Plus, this kind of stories have the potential of being so interesting! And I'd say that your writing is really good. It really got me into the story.
On the other side, I find it difficult to believe that a such civilian paramilitary unit could somehow have such a large variety of weaponry (that you can choose from), especially when everyone is talking so much about the lack of supplies. And I suggest you place there in the mission backgrounds the typical Sol skybox (used in nearly every WiH mission).
It also seems that the enemy corvette in the "test" mission 7 has some model bugs - when I watched the battle, at some point Eurynome started to fire flak in a really strange direction ("above" the enemy vessel), and some time after that both collided and my Freespace started to do really funky funky stuff (everything disappearing, my fighter in a some kind of black void, then I die to fire of the friendly corvette).
A simple story. In the ending of FS1, the jump node leading to Sol (and, in effect, any other "phasing" node from Sol, which can be read somewhere in FS2 Intel section of the Techroom) was collapsed by Lucy detonating inside it. This has definitely cut off Sol from the rest of the universe. Then, several years after getting rid of any remaining Shivans in T-V space, the Beta Aquilae Convention founded the GTVA and meanwhile in Sol, Ubuntu had started to pull together the remains of the crisis that happened there after node collapsed. In FS2, GTVA finds the Knossos device, which is reverse-engineered and then there's Capella. Then, several years later, a "clone" of Knossos is constructed in Beta Aquilae, and GTVA re-openes the node to Sol.
This effectively means that every single piece of hardware owned by anyone in Sol is either a pre-FS1 era, FS1 era craft or something built later by the UEF (the frigate in M3 is a great example) or any Sol organisation in that case. And there also is the equipement of Tevs, but I really doubt someone could obtain there - perhaps in a way of salvaging it from somewhere... That's what I think that Tev stuff in anyone's hands should be in next to no quantities, if not at all.
The choice here isn't that limited - HLP has a lot of different models for everything out here, just check out User-made ship list on HLP Wiki. Take a look around, choose some assets and include them in your mod - just remember to give a credit to the creator.
If you're going to take some FS1 ships into the campaign, I suggest going for a new Apollo (was sometime ago on forum's highlights I think) and the Valkyrie from FSPort. They're very pretty, high-poly models.
About the weapons - BP has some "renewed" old FS1 era capship weapons. Like Terran Turret 2 or Terran Huge Turret 2. As about the Leviathan, for the challenge I suggest changing its weapons to a combination of one, maybe two UEF flak turrets, a couple of point defence turrets and blobs.
The thing is that player has the access to high-end UEF weaponry... But how? I mean, Rapier, Grimler, Paveway are specialist or just rare weapons employed by the UEF to get the most vital missions done, and there's even a paragraph in the techroom about the Grimler missile, speaking of how big are the shortages of the weapon in Sol fleets.
The bonus objective in M3 is a good way to commit suicide, actually. I say Grimlers For The Win, because even killing the beams without them is a very hard task, not mentioning the engines, where you either have to snipe them off at >2000m range or dive into this hellfire a Hyperion cruiser can make. If the mission is going to stay in the current form, I say that it needs a long-range weapon comparable to Trebs and Grimlers, but not a best military equipement out there. I say that FS1 Phoenix V needs to change its name a bit (like Phoenix VII), as also stats. The original range of it will suffice, but it needs to be able to make a lot of subsystem damage. I say that import the weapon from FSPort, change its stats a bit and mention in the briefing that its given you especially for this opportunity and it's very expensive.
I believe you've played through AoA? Because there is a place when the player docks with a cruiser, and there was either a fiction viewer there, or just a red-alert mission briefing. Take a look into this.
If you want to test something, just make a mission, place it in data/missions and run it via Single Missions tab in Techroom -> Mission simulator. You don't need to bother with placing it in the campaign.
1. I think you need to look at Leviathan's table file for that.
I'm not absolutely sure that it'll be there.
Just take a look at the vanilla .vp archives via something like vpview32. I think it should be in the root.vp (or something like that). When you find the file, unpack it, change what you need (if it's there) and throw the modified table file in <mod>/data/tables., then test it. I think.