By way of example, here's one for testing higher level Sexp scripting, so as to offer an example of what I think tests could look like for this part:
Situation: Alpha's objective is to disable four enemy bombers (out of a possible total of eight in two wings) so they can be captured. Aries wing will hopefully jump in soon, at which time Alpha will begin the process of disabling them. If any of Aries are destroyed, Taurus will also jump in. Only one support ship, designation Kidnapper, is available to do the capturing once the bombers are disabled, so it will have to jump in and out several times in the course of the mission. When four bombers have been disabled and then captured (i.e. when Kidnapper has docked with them and then jumped out while docked), Alpha is free to return to base. If Kidnapper should be destroyed, the mission is a failure.
Requirements: Two directives are to be given to the player, one stating that he must disable four bombers and indicating how many remain to be disabled via a counter, and the other ordering him to oversee the capture of the four bombers once they have been disabled. Once four bombers have been captured, no more are to be, whether disabled or not. Furthermore, since Kidnapper is supposed to be one ship, at no time will it be acceptable to have two Kidnappers present at the same time in the mission, and if one copy of Kidnapper is destroyed no more are permitted to arrive.
Prerequisites: This assignment assumes knowledge of how to simulate the departure and re-entry of the "same" ship, mastery of variables, chaining and repeat counts, and familiarity with the use of "counting token ships."
Notes and Hints: Chains and variables are your friends; you'll be using them a lot, so get well acquainted. Remember that neither variables nor is-disabled-delay sexps produce properly working counters in the HUD directive list, so alternative means will be necessary to make that happen nicely. As a freebie hint, note that creating events to dynamically reprioritise docking goals is more work and wastes more sexp nodes than simply assigning a copy of Kidnapper to each bomber. Turning the enemy fighters' IFF to friendly after they are disabled will prevent them from being blown up two minutes after disabling.
Par: 39 events, 11 variables, 4 counting token ships.
Of course, testing for other aspects, like plot and background, would require a different sort of evaluation, being more like marking an essay than a math problem, but still, this gives an example of how I think some of the examinations could be carried out.
Anyway, that's enough procrastination for this evening. Back to work for me!