I finally got a chance to test this some more and noticed a few things. This is probably more of a problem with FSO, but when I was flying "High Noon", I finished the mission, but the debriefing said "no debriefing for mission ". I've encountered this before in Inferno, but that was once when I was trying to fly the last mission in a bomber with Helios torpedoes with the intent of destroying the Gigas. I got to a point where I guess I exceeded the maximum mission time, and it wouldn't let me fire secondaries anymore. I jumped out and got that same message, as though no debriefing had been written. Now, this time, I tried to replay the mission, but my system was becoming bogged down by that point, so I hit escape at the beginning, quit Freespace and rebooted. Unfortunately, when I restarted and returned to Inferno, selecting resume would being me to "Supplies Needed" (IIRC) rather than back to "High Noon". I checked the techroom, but it wasn't there either. I played through "Supplies" and then checked the techroom, but it still wasn't there, so I decided to move on. I guess I'll have to check it out on my next run through.
For "Supplies Needed", I did notice that the Melanos was not an option to fly... was it intentionally removed from the options for that mission? On to the mission when you have to scan ships at the Sol Gate. I first noticed that your fighter is loaded with a bank of Prometheus Advanced, which I don't recall being an EA weapon. Was this an accident? Also for that mission, when the Isaus hasn't jumped out yet, the Isaus says that its jump engines are malfunctioning, but that message has the "(secured)" bit in front. Since this is a reply to an EA ship, it shouldn't be there.
That's all I've noticed so far. BTW, I like having the Danaus available to fly in "Old Enemies". It can't dogfight as well as Vesuvius, but the firepower and the ability to carry Cyclops means that it a relatively easy task to deal with the Shivan corvette. If you can get pretty much between it and the instellation when it jumps in, 2 volleys of Shockers will take out the forward turret, and one volley of cyclops with a pass of disruptors can knock out its engine quickly enough so that it can't jump out. Then just stay out of its weapons range and bombard it with Shockers until you've take out the turrets, then close in and Cyclops it to death. Too bad there's no bonus objective for destroying it.
Later!