You mean like how the mission generation system spits out way too many wing missions, pushes non-wing missions off the board, and people whined to make wing assassinations less difficult and more predictable because there were no regular non-wing missions for them to take?
I mean stick to the plan, and give a firm but fair smack to the buttocks for dissenters.
For Powerplay this means elaborating on what we have, which indeed does use wing missions because they are (or should be) harder than top end solo missions, as well as build in teamplay since its Powerplay.
There
should be a mix though, with a good range at all times- but even then with engineering most 'top end' jobs are quite pedestrian. For a laugh once I stacked four pirate 'lords' as well as being wanted in one small system. Dropping to the nav they all said hello together along with the police and a cheeky pirate Adder who tickled my cargo hatch while all this was happening.
This was actually a bit of a challenge, and how things should be.
The problem is that the difficulty curve is borked, and that the Threat 1-10 scale is (for humans) not consistent and not really well integrated into missions (unlike Goids).