Sicily: Licata to Palermo, beta version
"Operation Husky" campaign message misspelling: "partcipant"
I see the exit hexes for the U.S. aircraft but no redeployment hexes. Intentional?*
Only because a trigger referred to blowing all bridges (road and railroad) was my attention called to the fact that although your template indicates railroads, you don't include them on your map. Intentional?
The AI has only one corresponding objective to win if the player fails his objectives: "Hold any Phase I objective to turn 7." It is my understanding that when a player fails an objective, there needs to be at least one AI objective to complete in order to provide for Defeat. This can be just one AI objective depending on the situation but in this case, it appears that "Hold any Phase I objective to turn 7" would not be the corresponding answer to your other player primary objectives. Hence I think you need matching AI objectives for "Seize Phase II Objectives < Turn 17" and "Capture Palermo."
There are only four VPs associated with the "Seize Phase I objectives <Turn 7" but the objective is pointing to five hexes. The fifth is the South Mara Bridge which is also the hex being pointed to for the secondary objective "South Mara Bridge Operational Turn 8 Start."

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I would move the AI Teams 13 & 14, "Raffadali arty" and "Serradifalco counterattack, from Idle to Static Defense in case they are approached before their triggers call them into action.
No Target Hex (or Unit) selected for the "Check Unit(s) Near Hex condition in the "Go on Attack" trigger.
Triggers tell AI Teams 12 & 13 "mara river arty" and "Raffadali arty" to move to places but nothing after that. They will be Idle thereafter unless there are triggers to set each team for Static or Local Defense once they get where they are going.
The "Take all Phase I Primary Locs < Turn 7" is another one of those situations which we have discussed in the past. You have the trigger set for Turn Start / Check Turn < 7. This means the last time it will potentially fire and award the objective will be at the START of Turn 6 and that means, if the player does what is asked DURING Turn 6, he will not get credit for completing the objective. My suggestion is to use Capture VP Event instead. Then you are covered.
The same comments apply to "Take all Phase II Primary Locs < 17" and "Capture Palermo < Turn 28." All of these triggers should be Capture VP Event. For example, capturing Palermo; with Turn Start, it evaluates at the beginning of Turn 27. If the player takes Palermo during Turn 27, he is going to be disappointed.
In the "Take all Phase I Primary Locs < Turn 7" trigger, you have a "Set Trigger State" effect to turn on the "Naval Gunfire Support Leaves" trigger but that trigger is already active and fires when the Allies take Cattolica. By the way, you have that trigger set up to remove destroyers within 15 hexes of a point at sea west of Porto Empedocle. That radius ends just west of Licata so if the player has the destroyers deployed east of Licata, they will not be removed. Either extend the radius or leave it out altogether in which case the game will remove all destroyers anywhere. (On second thought, better extend the radius. Otherwise, you will need to create a new effect because you cannot reset the Target Hex to inactive; a Distance of zero means the Target Hex itself.)
"Take all Phase II Primary Locs < 17" fails the wrong AI objective and "Capture Palermo < Turn 28" fails no AI objective.
All of the "Axis - Hold any primaryPhase II Loc" triggers are looking at the wrong objectives for both sides in the Effects.
Just to be sure, I would make "Axis - Hold Palermo to end" evaluate at Turn Start to go along with the "Scenario turn limit" condition. Also, this trigger does not include an AI objective to complete when the player fails "Capture Palermo."
There is no reason to evaluate "Secure all Secondary Objectives before Palermo" with a Check Turn condition. Just make it a Capture VP Event with no restrictions on turns.
By the way, you are pointing to 21 secondary VPs on the map but there are 22 if you add in Licata. That might actually be a problem because if the player takes 22 secondary objectives but the Condition is "Secondary VP Value = 21" (not "Value > 20"), then the trigger may not fire.
So the Mara River bridge (road only) is blown when the Allies approach within a couple of hexes. Then you want the bridge repaired by the start of Turn 8. I guess we can assume the player will go that way early enough to justify the Turn 8 restriction. Two things: 1) I would either make the "Blow 115 bridge on Mara River" and "South Mara River Bridge" triggers refer to "Road Bridge" instead of "All" (EXCEPT if you decide to put in railroads, then leave it as "All") and 2) Clarify in the mission description that the goal is to put a pontoon bridge across the river at that point (which begs the question of how does that work when it's both a blown road and and rail bridge in that hex? That I don't know). This is not clear and is further confused by repeating the message from the other secondary objective "NOTE: These objectives must be taken before all the Primary Objectives are taken..." Here, you mean "This bridge repair mission must be completed before all the Primary Objectives are taken..."
For "Corleone Surrender," consider two things. First, if the garrison is surrendering upon sight, have the unit exit instead of killing them to avoid the appearance that they were executed! Second, perhaps include a "Change Hex Ownership" effect to instantly turn the town over to Allied control.
The same comments apply to the other "Surrendering Fascisti" triggers.
You may know better than me but I would not time "RPs for upgrade to '43" for "Turn Start / Check Turn <1." What is that, Turn 0? Does that work? If you are not absolutely sure, then it would be better to merely set it for Scenario Start and leave out the Check Turn condition.
*I see that, in "P40s Leave," you exit those three planes in Turn 6. The question above still pertains, however, because there are two Lightnings and one Invader which will not be able to return once they exit.
The hex for the "Defend Hex" task assigned to AI Team 1 "Shore Defense" is undefined (Hex (0,0)).
When "Riesi Recon" gets to its destination, perhaps have a trigger that turns it to Static or Local Defense.
Thread to be continued . . .