By "tact gone mad," Dekker means that the term
Space Jew is tactless. I asked about this term, because there is no need to differentiate between an "ordinary Jew" and a "space Jew." All the terms that have "space" in them (Space Shuttle, space station) refer to things that work differently on Earth and in space. Compare a railway station to a space station.
Here's the result of my third test run:
The mission has become slightly better overall, but there are still many comments.
First and foremost, please stop using terms like Space Jew, Space Nazi, and others that don't exist. Perhaps your storyline would make these compounds valid, but without context, they are unnecessary. So drop the "Space" determiner.
Other mission-related notes:
I suggest you set Bravo, Delta, and Theta wings as your wingmen in the Custom Wing Names option (Shift-N and it's a button below the area where you type in your mission's title). This feautre is useful, because you can have wings other than Beta, Gamma, Delta, and Epsilon listed in your Wingmen window (upper-right corner of your HUD). It makes the mission a bit easier, because you can see how many of your wingmen have died/are in cirtical condition.
Also, use the Escort List. Put mission critical ships into your Escort List. Do this by giving a value to a mission-critical ship in Ship Editor --> Misc --> Escort Priority. Valid numbers range from 1 to 100. The more important a ship is in completing the mission the higher its value should be. I do it so that absolutely important ships (in your mission's case, the transport and the station) have the value of 100, and less important ones have lower values (in your mission's case, the cruisers).
Please use more in-flight messages. Even though it is said in the briefing that the player is supposed to call in Theta wing after the Jews are saved, not everyone would remember. As soon as the transport departs, a message something like "Call in Theta wing now" should be sent.
Also account for the possibility that the transport could be destroyed. This means that Command should order retreat and the mission should fail. Do a debriefing stage that appears in the event the transport is destroyed.
You're starting to understand SEXPS, though your way of dealing with them is still cumbersome. Let me show you what I meant in my first post:

This is the simpler way of doing it. Your tree does the exact same thing, but this is an even simpler tree for the same effect. Also apply this tree to the first mission goal. Use this:
-when
--is-event-true
---Kill all Nazis
Therefore, if you decide to add more hostile ships, you will have to modify only one Event, which will apply the change to the directive and the mission goal.
Luftwaffe wing's arrival delay is still way too low. I suggest a range of 15-30.
Lastly, I suggest you read this:
http://www.hard-light.net/wiki/index.php/Typical_mistakesPay special attention to the bit that tells you about the RTB directive. This is the "Return to base" directive that appears when the player is allowed to jump out. Your mission doesn't have that, but it should. I'll leave it to you to figure out how that works based on that article. Good luck with it.