https://www.youtube.com/watch?v=X8i7-dYX2Ok
video's been making the rounds

basically:
>3e missions are shit (boring, cookie cutter, phoned in)
>line is too good, vanguard is too easy to dodge
>fix line by limiting how many total bonus points you can score from it to 3 a turn
>fix vanguard by making it so you score against units that began that turn on an obj

>add secondaries
>supply drop (100mm base you customize and treat as difficult+dangerous terrain)
>treat as objective that only infantry can score at end of game
>you can destroy your opponent's if you control it to score
>table quarter control (you count number of non-vehicle models in each corner, bulky is factored in)
>hold more than double and you get more vp
>if there are no enemies then you get even more

>fixed map layouts (this one is gay)
>more thought out primary scenarios
>standard "objectives in your deployment zone are 1 vp, no mans land is 3 vp and enemy deployment zone is 4vp" mission
>mission where objectives are formed in an X shape and you score points dependent on how many adjacent/coherent objectives you control in a line
>mission where 8 objectives turn on and off
>mission where you score depending on how long you hold an objective
>king of the hill style mission where you need to extract your high command and also score some midfield stuff

I think the table quarters secondary is a comp 40k snoozefest as well as the fixed terrain but I do agree that the missions are by far the worst part of 3e. Making a community mission pack seems like the best way to make the game more interesting.