What do you advise me to do?
If you're asking me, I advise you to just put that aside if it's causing problems. Out of sight, out of mind haha.
I wouldn't know how to fix it.
The essential campaign skills question is an interesting one, and it's only my view. Ask the next Falcon pilot and he'd have a different outlook I'm sure. But I like the question so I'll take a stab at it from my point of view. You're asking about which training TEs to fly, but I can't approach it from there. So I'll put it this way
-- Base Ops. You need to be able to talk to the tower, remove chocks, taxi competently, find departure ends, set up the cockpit and all the stuff around the base. Of course you can opt to start on the runway, or from a cold jet. But I always choose taxi. There's an edit you can make to add time from the time you exit the pie screen until your take off time. It gives you more time to set up the jet and reach the departure end before your step time. I like to completely set up my jet before taking off. That means all sensors and weapons powered up and set for release. Selecting bags for selective jettison, radios and all the rest configured so that once I'm in the air I can just concentrate on navigation, sorting the airspace and and flying the jet. A couple extra minutes before step time is a nice luxury to get this done.
set g_nTaxiLaunchTime 6 with 6 in this example the amount of time from entering the 3D to take off time. Edit to taste
-- Navigation. Simple as. Hit your timing marks and steerpoints. The ability to switch frequencies to random bases on the fly is nice, to land at divert fields in emergencies, but not necessary to be flying campaigns. Always set a divert field in planning along your return leg to give you a a steerpoint to divert. Know how to return to base, follow ATC instructions and land properly. Taxi to a shut down, chocks in, engine down and canopy up for full effect
-- Avionics and weapons. Both radars are essential of course. Know how to turn off lights, use the data cartridge and the radio. Sniper pod (essential for me) , HTS. I'd suggest getting comfortable with the DED, to be able to see fuel estimates, wind velocity and direction and this sort of stuff, but this isn't essential to get started. Know how to set up weapons for guidance, burst altitudes, arming delays, ripple sequencing and all that stuff. No reason to carry a weapon you can't use properly. The nice thing about Falcon is that you can get by at the start just mastering maybe six weapon types and then continue to train in new ones to add them to your quiver. That was my approach, and over time I added things like JSOW, Mavericks, and SDBs. For me the core weapons to start are
-- AIM-120 (henceforth known as slammer) and AIM-9, especially the 9X. This weapon, in conjunction with the HMCS and headtracking is phenomenal. Not all blocks have it, but for the ones that do it's a fantastic capability and weapons platform.
-- Dumb bombs -- slicks and parachute. The Mark-84 is a favorite of mine. Know how to arm and deploy them, meaning understanding CCIP and CCRP modes.
-- Cluster bombs. Know which ones to use for which target types and how to set up their burst altitudes and ripples to effectively cover the target. A critical difference between older versions of Falcon and BMS is that the ripple designation point --when you hit pickle -- is the center of the string. It used to be the starting point and all bombs would fall down the line. But in BMS it is the center. So the more bombs you're dropping, the more will fall short of the pickle point. So drop on the center of columns or drop fewer bombs on dispersed targets. Well, this was true in 4.33 anyway
-- JDAM. Mark eight-four with fancy bits. Easy, safe, accurate and big boom. This weapon would be the first ground attack weapon I would learn if I were starting over. It's fantastic, especially in conjunction with the DTC and precision steerpoints. Yeah, learn precision steerpoints. Then once you've set it, you literally just fly right over at 25,000 feet and pickle in CCRP. Don't even need to target anything with radar or another sensor. Just select the steerpoint and fly over it. The bomb does the rest. It's exceptionally accurate and destructive, and the release envelope freedom makes it a very safe weapon to carry. It's all weather as well which makes it a better choice in many cases than a LGB for example.
-- HARM. Taking an active role in helping to preserve the blue air fleet is important for me in the campaign. In the early hours the enemy is at full strength, and I think this is the time to do something about it haha. The best ways to accomplish this are destroying enemy fighters and SAM systems. The HARM is the weapon to use, to shut down the radar which nullifies the launchers. On the first morning of any campaign I frag and fly what I call HARMCAP missions. Two AGM-88s, four slammers, jammer and bags. Frag it as an interdiction or zero-time an existing BARCAP and just go hunting for targets of opportunity. By flying several of these in succession the player can shut down a significant part of the enemy's SAM umbrella along the front line, making it safer for the AI to fly there later. Learn which SAM system are priority due to threat level. Actually learn all enemy SAM systems and know their capabilities to increase your survivability by knowing the proper way to react, counter and evade. In all my years flying Falcon, two weapons systems have accounted for a far outsized percentage of my lost jets -- the MiG29 and the SA-6. There are no SA-6s in Korea, but if you download add-on campaigns be advised
If I were to lump in all IR SAMS as one they'd be a close third. Enemy aircraft are of course dangerous, but in BMS the SAMs are probably more so, if only because some of them hide so well (ambush tactics) and some can't be detected and the first indication is either a smoke trail or a bang on your exhaust.
So yeah, those are really all that I think is needed to get started and be effective at a wide variety of mission profiles in the campaign. Then add LGBs, Mavs, JSOW, SBDs and the rest as time and enthusiasm permits.
-- Wingmen. It's important to learn the options you have and how to effectively direct the AI. They are quite good when you are puppeting them, assigning targets, getting them to rejoin and keeping them out of trouble. Part of your mission rating is wingman survivability and effectiveness so I suggest always flying as lead and shepherding the AI throughout the mission. This of course isn't a prerequisite, but the sort of thing you want to focus on as you undertake campaigns for the first time. You need the on-the-job training and experience with the AI to know how they behave.
So yeah, that's basically it. If you can do al that stuff you'll be effective in winning campaigns, getting promotions and medals. Over time you can learn more about the campaigns and how to frag custom missions, direct ground forces and generally run the campaign in the operational sense.
It's such a deep simulation that I'm sure I am leaving out a few essentials.
Good hunting.