Well, without echoing Ray too much, I just want to say that as agents, our goal is to do our best to make sure everyone has a good time. If we fell short of that goal, then that's something we have to pick up and get better. I know it kills some agents to have a player walk away unhappy. It does happen though, and it's good to know about it when it does.
As far as the other comment in the thread, what I can say is that missions are built with lots of things in mind, but one thing that's impossible to plan for is who is going to sit down at your table. You may end up with a table full of nothing but mages infiltrating a super high background count place, or a bunch of deckers in the wilderness.
If we make something hinge upon that character type, and they don't show up at the table, we are equally screwed. Say a mission revolves around slick facework. What happens when you get 5 uncouth trolls and two reality impaired technomancers? Bottom line, the opportunities are there, but they simply can't be so pivotal that without them the mission fails. Having someone be so vital can cause a lot of issues when they decide to take the day off.
Ultimately, its up to the GM to tailor the mission to the table. If you get a table full of faces, there wil be more negotiating and bluffing opportunities than straight combat. to go the other way, I ran a mission at origins that was supposed to be an undercover kidnapping at a swank party and the team decided to blow up the mark's car on the way to the party and grab them on the exit ramp after launching missiles at their bodyguards.
Really, if you have been playing in a home game and missions, and the GM isnt giving you ample opportunity, it sounds more like an issue there than with the mission itself.