- Promy S on Post-Capella campaigns. Without the Sol system nor the nebula, GTVA can't produce Promy S, it's canonical and explicitly said in FS2 campaign. Dot.
- Make pirates or rebels using standard, unmodified transports or freighters as gunboats. Anyone who has ever played an escort mission knows how those ships are weak by themselves, and pirates or mercenaries are known to customize their ships, so give them at least some missile pods and armor plating. 2-3 Terran turrets doesn't make a gunboat, whereas a few fury, hornet or piranha launchers can make a freighter quite deadly (yes that needs a little pof editing, but that would be worth it I think).
- Default loadouts. For example i've seen several times, in completed and pretty good campaigns, bombers carrying nothing bigger than hornets. Carrying loads of hornets is an heavy fighter's job. On the other hand, sending heavy bombers against a mere convoy of freighters and transports does not only seem overkill, but is freaking irrelevant because bombs can be shot at, whereas a couple Herc wings with hornets or phoenixes could wreak havoc on a convoy in seconds.
- Escape pods. We nearly never see of those in campaigns. Is it credible for a capital ship battle that all ships get destroyed and none of their crew survive ? Cruiser and above are supposed to have escape pods, and destroyers should have transports and emergency fighters too.
- Flail-like and EMP weapons. They are very rarely used and cleverly building missions around those would be very interesting and original. I thank STR and the Hellfire mission for this one, which made me realize that the disruptor missile actually exists

. I also remember a mission where you had to push sentries away with a flail without destroying them in order to steal a cargo depot without triggering the alarm, and that was quite clever too.