OK... in E1M4, the Abydos survives quite easily, so maybe just add a condition that if you screw up the mission totally and it gets destroyed you get yelled at. Also, as Mad Bomber said, Epsilon 1 is indeed named "Jamming Device", which seems an odd callsign for a pilot

E3M7... this mission just BUGS me.
1. It's like the Ravana is declawed even before you do anything. Once the primary beam cannons are destroyed, it no longer fires on anything... you, your wingmen, the Warlock... nothing. And it's still toting at least 4 other beam cannons, plus flak turrets, laser turrets, and missiles. Seems silly. Suggestions:
-Change the mission briefing and events so you're going after the weapons subsystem. Then it makes sense that the destroyer should stop firing when it's destroyed.
-Better yet, change the events so the Ravana continues firing on fightercraft and the Warlock with it's other weapons systems (when these things are within range, obviously.) If you fly it right and escape, the Ravana never gets in range of the Warlock with its smaller beam weapons, so really it just needs to engage the fighters. Feels really stupid to be flying your Erinyes 200 meters from the Ravana's hull and get nothing shot at you. Of course, if you don't destroy the primary beams then the destroyer unloads on you, but as soon as those cannons are gone it gives up... which is just not right.
2. Messaging events. Two issues here:
-The Warlock's gunnery message comes late - it opens fire before that message appears. I'll grant you that beam slash misses the first time, so either advance this message before the Warlock fires at all, OR add another earlier message that says "Testing beam range" or something of the like first. Right now it seems strange. The third option is to change that message to read "Gunnery range test complete. Gunnery control, open fire with all beam cannons!" but I think I prefer the second or first options.
-The communications node message is linked in with the destruction of the Daskha. It was odd to see, after the comm node had been destroyed for a full five minutes, a message from the Warlock to destroy the comm node. That needs to be made dependent on the comm node's existence, so it has a separate event (and you should get a congratulatory message for destroying the node).
3. The Rakshasa cruisers at the end are just... bah, I don't like them. First off, they're singleminded about the bombers and the Warlock, so if you disarm them the never shoot at you - again, just goody. Second, when they show up Command tells you to destroy the fighters - what fighters? No fighters warp in with the cruisers, and if you've already wiped out those attacking the Warlock you're left sitting there going "Command is REALLY stupid. Or delusional." Which, while I'll grant you is not out of the ordinary in FS2, usually it's intentional and not due to errors in the mission

So a couple things:
-First off, the cruisers need teeth. They should engage whatever attacks them, and engage the Warlock (which they do do if they get in range). Also, and this is probably more controversial... two cruisers at that range are not a threat if you engage them right away. They'll be more of a threat if they repel attack, so that's a good first start, but they're still rather anticlimactic. Russik says he's got more friends, and then two cruisers show up. Yay. Big deal. We've got a Hecate, two bomber wings, and whatever fighters are left. So, we need to either add fighters, or maybe consider changing one of the cruisers to a corvette to make this a little more credible.
-Second, the fighter message. Either add fighters so the message makes sense, or remove the message.
And now, I'm off to find out if the GTC Nicholas usually survives E2M1.