Hey, need some kind of subjective advice.
I've been running Solstice Rain for a group of 3, with the commonly accepted sentiment of leaving off most npc optional systems, and it's been going pretty swell so far (they cleared the first mission fine, though one of them is melee only and got Both his weapons blown off before suffering a 1 on his third structure roll against the Rainmaker.) Our most recent session has seen most of the way through Clear The Air, but I very belatedly realized that I accidentally allowed that very same melee only character to one-shot the Demolisher in that mission— mainly because I was so impressed that he rolled precisely lethal damage on his superheavy, that I forgot about the Demolisher's melee resistance. I also forgot to use the Ace's reaction on one turn as well, was just kind of impressed they'd come up with a semi-cohesive team after LL1. So it's looking like this first fight of the mission is going to result with the party down all of like... 2 repair, maybe more if the grenades player uses Grease Monkey to replenish a bit after everything he burnt trying to kill the Mirage.
I don't want to ramp the difficulty up TOO much for them, especially knowing what kind of fights are waiting at the bottom end of the module, but I definitely feel like I should make some adjustments somewhere ahead. Just not sure what; do I let the Sniper in the next combat keep Moving Target, as oppressive as that may be for only 3 PCs? Give the Barricade more to do than be a big body blocker? Orbital Strike on the Scout? Or maybe go full send on the final combat and just give the Ultra Operator its optionals back?