Thanks mate, I thought it was a really well done post and you've quite eloquently highlighted a lot of the issues and explored some good concepts on ways missions could be designed such that EoR would not be necessary. I think scoring throughout the game is a good way to encourage this. Vaulsc has come up with a mission which uses a "scoring window" called tactical window which is another way to approach this. Tactical window only allows scoring for the mid-turns. So player 1 can't score on their turn 1 and player 2 can't score on their last turn. It also incorporates some additional score elements to encourage movement (a high scoring console which is in the opponents half of the table). Obligatory "you're wrong" to people have mostly ignoned Queensgambit's intiial points and just screeched their viewpoint again.