@Erik
I've decided to put these pending reports in first, and then some of the Gibraltar route in between. The (relatively) small GGC missions with about 1-2h playtime are about just ideal for passing time. Seriously, some of the Naval campaign scenarios are HUGE with MANY units moving around and the AI turn takes up quite some time (and CPU usage!) even on my machine (i7, 16RAM, GTX1060), so I'll have to plan my time accordingly. I'm excited nonetheless...
Back on topic: I've updated my GGC files to v2.0, that means any reports from here on out will refer to scenario files included with that download package.
"33Canterbury"
- why not spawn the british hangar (british act./hangar) at "scenario start" instead, was there a point in doing this on turn=2?
- may want to change commander (=Batcher, air) and Matilda II reward
- the exit-hex at the western bottom border is a land-air-combined exit-hex, undeploying my paratroopers in the process

(but I had to take the 20-supply-hex!) and adding the possibility to exploit this by deploying Waffen-SS units there (as I have some Waffen-SS land CP due to specializations!)
- sec. obj. trigger "brit airfield" / "set objec. state" should be set from "failed" to "open" instead
- prim. obj. "Ger airfield" trigger has the before mentioned "-1" frequency setting with endless spawns of paratroopers on any following "capture VP" event. Sky full of...
- this time I would have left the "-1" setting with the sec. obj. triggers "Ger/Brit airfield"!
- in the briefing you say: "radio tower [...] can be captured (not destroyed!) as soon as two or more of your units are adjacent to it". Actually, it has to be destroyed and the hex captured...
- this mission's balance is great, BTW
"34Gravesend"
- the tank reward is well hidden. But Matilda again?
- maybe you could add a small corridor of deep water hexes on the east border to allow my capitol ships to move between the nothern and southern seas? True, it's not really necessary, but I wanted to sink those enemy ships so bad... and had to settle for air strikes as I don't like subs that much
- sec. obj. "airstrip-1" trigger / "check units count" should have amount = 0
- heavy undersupply =58 < 55 land-CP + 23 WaffenSS-CP
- I'd recommend to remove the "Meet 3 of the primary objectives" objective altogether. It's not just that it's absolutely useless as it is now (the "check VP count" includes
all (gold coloured) VPs, meaning that you have 2 completed from the beginning and are able to count up to 9, without the secondary VPs), but where's the point even if it would work as intended? I mean, you'll have to complete
all prim. obj. for any victory conditon anyway. This mechanic could be okay in combination with a turn limit or coupled with an early sec. obj. reward, but why as primary?
- this is the previously mentioned scenario with three "construction group" units being given as core force rewards, great! I kept them for later missions. The only downside appears to be, that after actually building airstrips with
core constr. groups, I'll end up having up to three "core airstrip" units inside my core deployment pool...It's annoying, that's all.
- game balance: again too many aux. air and land units, as this is not an early mission of a new campaign