I'm currently playing through it myself right now. I'll give more detailed point by point critique once I'm finished with all eight missions, but I'll give the cliff notes version I got right now (as of writing I have finished all the way up to mission 5)
For the good, the missions were competently designed, they're all completable so far and I've had a decent amount of fun for some of the missions. I'm not entirely sure where the plot falls in with BP but I'm moderately intrigued by what I'm seeing so far.
General Critique:
Mission design as a whole so far seems fairly competent. Haven't fully stress tested the missions yet but for a general playthrough it seems mostly all fine.
The writing however, leaves a lot to be desired, between the weird random ALL CAPS words, the.......... long dot chains.......... between words or General mispelings and Weird random capitalizations. I'm going to assume English isn't your first language, so I strongly recommend having someone proofread your writing first before any official release.
On the actual story itself, it seems pretty standard aside from some really weird specific points I noticed on first reading (are we part of the GTVA or are we independent mercenaries under TCS? Why are the Kilrath- sorry, the Kitaari just randomly attacking us? If we're not under the GTVA, then why aren't they doing anything?).
Since you seem to be going for a more character focused story, I will however say that the characters do leave a fair bit to be desired. There's not much dialogue coming from them so I can't really peg down who they are as characters, and there's no interaction between them between missions (hell, there's hardly any interaction WITHIN missions, Mike does 95% of the talking) and when Little John died, I genuinely forgot between Missions 2 and 3 that he died because literally no one remarked on it safe for Mike exactly once.
On the note of gameplay, I do have some small grievances overall (and much larger grievances with missions 3 and 4 but we'll get to that later), such as the fact that none of your missions use Directives, meaning I often ended up not knowing what to do in missions.
Also for waves, since I noticed you like using them, I very strongly recommend you use the Wing Delay feature to space out the arrival of wings to give players a breather between attacks. It also makes it a lot less obvious that you're using waves because nothing makes it instantly clear that there's multiple waves than Omicron 5, 6, 7 and 8 immediately jumping in after I shot down Omicron 4.
Now for the ugly, I really hated Mission 4, simply because you gave the Tritons a bunch of AAAf beams while also telling the player to destroy a Leviathan while ALSO dealing with a wave of Erinyeses (where did a pirate gang get those anyway?). If you're not aware, the difference between AAAf and AAAh is that the AAAh beam is meant for hostile ships and has a much lower firing rate than AAAf, because fighting against AAAf beams is HELLISH and unfairly difficult on any difficulty besides Very Easy.
Furthermore, as a player you're not told that you have to destroy the Tritons in-mission, only to capture the containers. However, most players know by now that if you blow up a Triton holding a TC-TRI, it will almost always destroy the container as well, so I was trying my best to disarm, disable and otherwise cripple the ships without blowing them up, which lead to a couple restarts because those damn beams got me shot down.
My overall verdict so far is that this campaign can go places, but it will need a fair bit more time in the oven for some aspects (and also just more playtesting). I will post my detailed point-by-point critique once I have all my notes together for missions 5-8.
EDIT:
So I played through the remaining missions and, hm, I have to admit missions 1-3 were a lot better than 5-8.
Now, I understand 7 and 8 are unfinished and untested, so consider this simply a "playtester's note".
Mission 5 is broken. It can't be finished properly as far as I tried. The transports I was ordered to protect jumped out with not a single word said, and the entire area was empty safe for some allied fighters. No one was saying anything and I didn't have any directives so I just assumed the mission was over, except I got a debriefing saying that we lost "that SHIP!?!?!?!?". What ship did we lose? What even happened? There's a serious lack of vital information being given to the player here.
(As a side note, the weirdly silly debriefing, general dialogue throughout the campaign and especially the command briefing in Mission 8 has made me wonder: What tone is this campaign even going for? Between weird remarks about the commanding officer's disappointed wife, a "sneeze-fart" destroying the GTC Integrity and the bizarre rant about Texas Instrument calculators in Mission 8 I really struggle to take the campaign seriously.)
I have nothing really to remark on about Mission 6 that isn't rehashing my previous complaints about the lack of Directives, in mission dialogue or not putting the sun directly in front of the player. It works, it's fairly decently designed overall.
Mission 7 is plainly unfinished but that's to be expected. Balance wise it's a bit evil to put the two cruisers so far apart and send bombers after both when you typically only have one wing of fighters left to command.
Mission 8 is... incredibly unfair. You're flying the GTF Pegasus by default, a fighter known to be comically fragile in sustained dogfights and you're expecting the player to take on multiple wings of Erinyeses, transports and an Aeolus? Nevermind the reinforcements, they typically don't live long enough to make a major difference, but that's a lot you're putting on the player and it's absolutely not winneable with the Pegasus.