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|Comment||I first got XWA around 12 years ago, and stumbled onto XWAU a few years later. It then took me until 2015 (I know, I can't believe I was that slow ) to finally make an account on this forum and interact with this wonderful community.
In those 12 years, I've put way too many hours into making mission. I've made close to a dozen campaigns, though I never quite got around to releasing them, in part because I've always added ships that weren't part of any of the craft packs. All that is to say, is that my skills are heavily focused around mission building/fixing. If a newly released opt needs testing, I'll put it through a variety of QA testing and see if/how it can break anything, whether that's CTDs or balance. This is what I've been doing for I think almost two years now with Driftwood, whenever's been working on an ship.
If said opt breaks the balance, I'll try to see if there's a way to fix the balance without having to do a grueling rework of an opt. For example, in case of the ISDII in the Kothlis mission I did a minor adjustment to its spawn. The gameplay and how the mission plays out remain virtually unchanged, but the result was that the player has a chance to save the Liberty without the mission feeling too oppressive and punishing. Of course, whether an opt or mission is changed is ultimately a team decision. What I would do in a hypothetical balance scenarion is play the mission, figure out what's wrong and then recommend solutions to make it balanced from a mission perspective. It is then up to the team to decide whether to rework the opt or make balance changes to the mission.
Beyond the making and editing of missions, I am very comfortable with using Opt editor, work on ini files and am able to do minor work on textures.