Amen to that! Take the trickest, coolest, most convoluted set of triggers and write a mission based on them, and it's only a matter of time before somebody else figures them out and writes a similar one (and why shouldn't they?) and then what's to convince people to play your mission. A good story, however, is what really makes a mission great each time it's played. Well, that and a good layout. You gotta have a good layout, too, but my vote goes to the story.
Yeah, I know. I've written a grand total of what? Two missions, both with tricked-out, convoluted (but not necessarily good) triggers!

Eh. I learned from experience. Now if I could just get time to finish that
third mission.....