Decent first mission. Good use of dialog and directives throughout the mission. Mission balance was alright, but a bit on the easy side. You also didn't have a fleet of Colossuses, which puts you ahead of the vast majority of first-time mission designers.

Now for the problems, which I'm going to harp on because that's what's helpful:
- The biggest problem: lack of use of the y-axis. Use it.

- The loadout. We're taking down a pair of Fenrises. We don't need five hundred cyclopses. We also don't need the dogfight subach, because we can't use it. I also wonder if some of the ease with which I completed this mission had something to do with the loadout; did you balance it around the player having access to the Ares, Erinyes, Trebuchet, and Maxim?
- Background. In the background editor, type "starfield.pof" (without the quotes) in the skybox field. Do this for every mission unless you're using a different skybox.
- Some of the text was in need of a spellcheck.
- When you give the jump directive, put the Alt-J in the "directive keypress text" box.
- The player is rammed by one of his wingmen two seconds into the mission. Place ships so as to avoid this.
- The debriefing did not account for all contingencies; the player receives a success debriefing if he jumps out at the beginning of the mission. In future missions, set an event that becomes true twenty seconds into the mission. Now create a debriefing stage that is only displayed if that event is false. The text of this stage should be: "You're one of those pricks who hits Alt-J at the start of every mission he downloads to see if there's an AWOL debriefing, aren't you?"
Bottom line, you made a simple but stable and fun mission with no game-breaking ****ups that I detected in one playthrough. I might look at the FRED file later and comment more.