That they want to try to get us to go here and there is nice and all, although the kill related ones can be a real pain in the ass. If it's an outdoor one or some dungeon with no lvl lock (or you can warp in someone of any lvl) then we keep getting the same old thing. Along comes a 220 with some lower lvl in tow charging along one hit killing stuff, training and so on. Then there's the fr00bs, lower lvls, people doing these supposedly solo missions solo and so forth getting screwed because of it. Tag ones of desirable mobs like the Dread camp bosses can be a pain when they have a long respawn delay as well. Remember how annoying the tag Newbie Island bosses mission could be when in a busy instance and before they shortened their respawn timer?
If it's stuff like that one where you are to kill lvl 70 or so cyborgs for parts it's not as bad as there's no specific ones to kill there's a good number of them and their respawn rate is decent. So everyone just runs around killing everything to check for loot without too many problems. Although when it's stuff you're to kill in order, in an area where you have to be careful at your lvl and/or the mobs have longer respawn delays (like the foggy hill enigmas) it's just not going to work that well. Then if it's a problem now when our population isn't that great what about if our population got a nice boost after the rebalance, new player experience and new engine are in? As much of a hassle it may be now it's just going to be worse then.
Instead of kill specific stuff in an open area missions what if it was more of a find item task? Like say check out the CoH chest or something like that. If it's a kill one then make it more general rather than specific and only for stuff with a decent spawn rate and population volume. That or like some of the ones we have now let it send you into some private instance.