So, when we try to do this type of stuff, we see players getting really upset that they're forced to play a "role" in order to do the mission effectively. We don't want missions to warp player behavior or change the way you play to the point that you're not having fun any more, and the more granular and "interesting" we get with missions, the more they tend to feel this way.
This type of feedback is why we rely so heavily on "or" Missions. Do a thing that is a little out of the norm to complete a mission quickly, or just play the game and complete it more slowly. It's interesting, because it begs the question:
What are Missions actually for? Are they meant as just daily / weekly reward dumps that don't encourage you to do anything different? Should they be mini-challenges that break you out of your normal gameplay patterns to try something new and reward you for it? Can they be both without delivering an unsatisfying experience?
I think, in general, we lean a little more towards making these just markers of progress - play the game to make progress, win to move faster. These tend to be the most satisfying missions, but also the most boring. It's a trade-off, but curious to get more thoughts.