My general experience has been that FREDing (non-crap missions) is hard as hell and I don't know how you people do this without going insane sometime during the testing process.
How long is too long for a mission? Can someone give me an example of a really long, but enjoyable mission with lots of action?
Making missions is easy and fun with the magic of linear loop structure! As a bonus, players find missions built like this intuitively satisfying!
Beta-tester feedback is invaluable in pinning down mission balance; you're likely too close to the mission (and have played it too many times) to accurately balance it for your average HLP player.
Why do you think I stopped? The bar rose to the point that there was no return on the effort as far as I was concerned.