Fourth briefing: "Finally, Madrid has prepared for some possible rearguard actions by your guerrilleros, if you are both willing to spare a few men and to take the risk" should be "Finally, Madrid has prepared for some possible rearguard actions by your guerrilleros, if you are willing to both spare a few men and to take the risk."
The missions are confusing. It's not just the number of them, 5 each of primary and secondary objectives, but their description and interaction. Specifically:
"Kick out the Italians from Majorca - Eliminate the Italian units, or complete at least 2 of the 3 Italian-related secondary objectives." Eliminate Italians, no problem. What are the 3 Italian-related secondary objectives? I see only one to start: "Take the Santuari de Cura before turn 16." Even after activating two more objectives, it still isn't clear which are "Italian-related." The Fuel Depot seems to be; what is the third one? Only later, and with a look under the hood, do I see that the third "Italian-related" objective is "Disable the coastal battery." Achieving any two of the three objectives removes the Italian land units.
Suggestions:
1) Make it "Disable the Italian coastal battery" and "Destroy the Italian fuel depots."
2) Make it an Italian coastal gun instead of Nationalist. It will be just as hostile to Republican shipping. To be honest, if I had detected the Italian flag on this gun, I would have figured the rest out.
3) "Ciao, belli" message: "...to avoid capture of men and material, the Italian commanders have ordered the retreat of any remaining Italian ground units from the island. Their warships have also been ordered to withdraw."
"Complete at least 2 secondary objectives - Completing every secondary objective ..." Contradictory. And why base a primary objective on the completion of secondary objectives? There is already a distinction between Minor and Major Victory for this purpose.
Suggest mentioning only infantry and artillery qualify for "Inflict 180 damage points to land units" because foxholes, bunkers, guns, and structures are not included.
AI Team 10 Defense sierra needs another order for something to do when it falls back toward Palma.
If the Anarchist Column is killed, then it fails the "Rescue the ambushed unit" objective, fine. But to win the objective, it is merely necessary to have it survive until Turn 7? Can't use a supply connection because this unit can move around. Unit(s) Supply Percentage (set to 100) seems to work, however; it did so in a test that I ran. In any event, better include a Set Trigger State effect in "rescW" that turns off "rescF" because if the Anarchist Column is killed later on, it will fail the objective. I assume the Anarchist Column does not have to survive in perpetuity after being rescued.
What is the purpose of the CNT-FAI cargo truck? Flavor? Leave it in, though; it's a welcome distraction/decoy. If it survives, it helps to scout for land mines!
The BombW trigger is superfluous since the objective is checkmarked as completed, only to fail if our bombers get damaged 15 or more. However, I noticed that you have this trigger being evaluated on Turn 28 out of a total of 35 turns. Intentional? (Apparently so, since the promised air commander is released on Turn 29.)
It's amazing how success in this scenario depends on one very weak unit of guerrilleros. If they don't do their job (one of them, because they can't do both) it does not matter if the main Republican column takes Santuari de Cura; they are cooked because the Italians are too hard to overcome. I wonder... I snuck up and hammered down the Fuel Depot (is 10 to strong and takes too long to hammer?) and things went my way. The next time, I was tempted to hit the airfield hangar and got hammered myself, making defeat a certainty. Is there a game mechanism that allows stealth units to attack structures and not be detected? Whereas, it they attack combatant units, all hell breaks loose?
Now, back to that zany "Complete at least 2 secondary objectives" primary objective. The fail mechanism is very simple. It's the win conditions that boggle...
Recall that it says "Completing every secondary objective" in its description, which is not true. But in addition to that, it looks like every one of these wxxx triggers requires THREE secondary objectives to be completed.
So right there is a misstatement in the mission title as well as its description. My other gripe with this, however, is that this objective is on from the beginning whereas two secondary objectives are not enabled until later. All rather head-scratching.
If it was my scenario, I would throw that clunker out the window. The rest of the scenario is, as is becoming usual, quite clever. I will leave gameplay and balance recommendations to other players.
Such as, do you intend for the Italian warships to be bombarding Republicans? Probably not, for you have them as Idle until if and when they are told to exit.
Trigger 74 and Trigger 74 (Clone) seem to be warnings not to attack the Maestrale and the Grecale but the trigger condition is not set properly. Maybe a "Unit is Visible" condition where the Visible Unit(s) is Italian destroyer and the Viewer is Republican bomber. There is no way to prevent such an attack, as Italians are the enemy here, so it's more of a house rule kind of thing (although I can see Gabe pulling one of his shenanigans, especially if they Italian DDs are activated.

Trigger 81 sets a campaign variable but it is not spelled properly; the campaign editor has it as "not_aholiday," not "Not a holiday." Just a general comment here: campaign variables can be a pain in the neck. I will try to pay attention going forward, but it's not like I can read your mind to know that you may have forgot to do something that you promised earlier by activating a campaign variable. Review what you have in the Variables tab of the scenario editor and ensure that each one is addressed in every appropriate scenario. (This is an example of why scenario organization is so important; labeling, grouping, use of folders. Not that I am any paragon of virtue, but such campaign variables in what I do are always included in a folder marked "Setup" for triggers reacting to campaign variables, and "Objectives" for triggers that set them up. I don't have to look through every trigger to find them because they also have descriptive labels; "Trigger 81" does not help in this regard.
Ah! Speak of the devil, Trigger 83 sets a campaign variable called "downer" if all five secondary objectives are achieved. So there is method to that madness after all! (Even if the player has no idea what is going on.

Finally, there is this:
"Foxhole! If I told you once, I have told you up to 60 times to join this Static Defense team! Move your hole!"
"Foxhole! Didn't I just tell you last turn to get into AI Team 2? This is like Groundhog Day, over and over again!"
"Foxhole!"
