nice touch with debris appearing around the freighter after dealing with the pirates
Thank the devs, I had nothing to do with this.
@1: I set the timing deliberately, to trick the first-timers (and some oldfags as well).
A newfag should start the mission by destroying squadron A. Then (60 seconds after mission's beginning) he will get:
[Bellingshausen] Hurry up, Flint! The Station is under attack from all directions!
He should spot Squadron C attacking the station and go in its direction.
When this group of enemies is destroyed, the player should finally decide to go deal with the bomber (and Squadron B).
Just when he reaches the area (120s after mission's start), he'll get:
[Bellingshausen] The Bomber sent another attack wave to the chemical tanks!
If he isn't close enough to the tanks, Squadron D will blow them up and fail the mission.
Of course, some players will play this mission differently and if they deal with the bomber fast enough, Squadron D won't show up at all.
So, I think current settings are good for what they are.
@2
BRO, don't even think about fixing "appear at x/y/z/ location" triggers.
I find them weird / wrong in many missions, still I decided to leave them alone (except the most broken cases).
Without an editor you would have to manually change "x/y/z position" settings in mission files for every single enemy.
Looks easy at first, but it requires a godowful amount of testing, since in some cases changing those settings can and will brake the mission.
An example:
Unit A appears at 100/100/0 location (triggered by something) and right away starts patrolling at 100/100/0 location. Everything works fine.
But if you change its "appear at" triggers to lets say 110/110/0, you have 2 choices:
a) change its patrol area to 110/110/0 as well. But this can brake something (for example unit won't be able to attack something) and units can use up to 8 consecutive actions in mission (so you would have to modify up to 8 "perform an action at set location" triggers.
b) leave the patrol area unchanged. In this situation, unit A would appear at 110/110/0 and start patrolling at 100/100/0 (moving there first). As I spotted during my testing, such thing can brake the mission as well, depending on unit's speed (set in mission's file). If its speed is too high, unit is sometimes unable to switch to next action (I fixed this error in some missions - check the readme_mod).
tl;dr
Too much work.