I've been thinking on my previous suggestion, it may be more likely there's a deeper issue that's stagnating mission development on top difficulties with creating them as addon LUA
I think it's very likely there's a clear need to drive a wedge between addons and missions and differentiate the addons system into "world addons" and "missions"
 let me explain my reasonings for such a substantial change:
When missions are in the form of addons they are completely separate from the in-built mission system. This means that each mission addon you have has its own spawning system, control system, (stuff that all missions have in common). This could affect performance as all these addons would be different and completely isolated from each other as each of these mission systems are all built from scratch within the current addon system.
This also means there is nothing preventing mission systems from conflicting with each other as there'd be no way to space out a mission that's been spawned from one creator another creator as it would also be built with code other creators can't see or interact with.
Addons are just more functionally strong as a way to add objects into the world and make functionality changes to the base gameplay, examples being adding larger vehicles that don't fit on standard build spaces, new buildings and structures, customAI addons, and systems like Njersy's AI rescue service, which are all isolated things.
The mission system is unique and would be more suited to having one big, unified control that can see all the spawnable missions from multiple creators.
A potential solution to this issue would be to make mission addons its own system with lots of commonality.
This would offer a number of benefits and reduce the stagnation of mission addons
The primary benefit is this would be a zero-conflict system that could be expandable and function alongside base game missionsÂ
 A secondary benefit is this reduces the need for made from scratch mission spawning systems allowing the game to pull from an expandable mission pool without breaking anything or having a severe performance loss from having a bunch of addons that are trying to achieve exactly the same functionality (and that's before mission content is even part of the addon as it needs to be defined what is a mission, what spawns the mission, mission time frames etc, all from scratch)
This would be an astronomical quality of life improvement as missions will be able to work on their own system they are suited to rather than trying to bend a world addon system that is not very cut out for making that kind of content.
Breaking this new system down into a visual logic system much akin to the micro controller editor would also speed along the development for such missions as it could all be plug and play yet have the expandability for multiple missions made by different creators. Every single mission and mission pack would be compatible with one system the game can read, spawn and play from without stagnating player creativity and all the previous world addons will be completely unharmed by the implementation.
This expansion and division of the addons system would offer much more power and quality of life at the players fingertips from this change in approach.
Please excuse me for the long formfactor post as I made a large attempt to explain the concept and the benefits. it's like trying to compress an entire bookshelf into a single book.