Biggest Problem with Incursions - Massive Please Read!
So, The Division is a game and as a game the Endgame should be fun. The Incursions are not fun.
The biggest problem with the Incursions are infinitely spawning enemies. Sure there are other problems (like lack of checkpoints and ridiculously over leveled enemies), but all of those would be fine if you could kill all of the enemies before doing the objective - which always seems to be running out in the middle of a hail of bullets like an idiot and then have to stand there and plant a bomb or carry a 2 ton suitcase.
There is no reason to have the enemies always respawning so quickly. In Falcon Lost you could quickly kill all but about 3 enemies and then mad dash for the bomb, but in Clear Sky the enemies respawn so fast that you usually still have 10 or more enemies left from the last wave. This is nuts.
Please consider removing infinite spawning enemies. This is just not fun. Also, consider making hard mode enemies 1 level above the character level cap and challenging mode enemies 2 or 3 levels above the character cap - using 2 and 4 levels above respectively is just too much. They do way too much damage.
Please make some changes to make the Incursions fun. They don't need to be so hard that only full teams of top geared players can finish (don't believe me, try matchmaking an Incursion solo).
How I would make the Incursions more fun:
1. No waves would have infinitely spawning enemies - example, once you kill the bomb carrier and all the other adds currently alive no one else would respawn until you have planted the bomb (or inserted the switchbox). Infinite spawning enemies do not make a fun encounter.
2. Hard mode would have level 31 enemies and challenging mode would have level 32 enemies. This is not because they are too hard to kill, but because they output way too much damage. It makes most player builds obsolete - you cannot go in with a full damage build, you can't go in with a damage/skill build, and you cannot go in with a full stamina build.
3. Falcon Lost would have a checkpoint after every bomb planting (so if you wipe at the end of wave 15 after the bomb is already planted you don't have to start from the beginning at wave 1). Clear Sky would have a checkpoint after each switchbox is inserted (so if you wipe at the boss you don't restart at the beginning, but at the start of the boss fight). Because there wouldn't be any infinitely spawning waves of enemies you would have to insert the switchbox and kill any enemies still alive to get the checkpoint.
4. Put more thought in the mechanics of the encounters so that we aren't just forced to do a slow activity while tons of enemies are shooting us. An example would be having an encounter where your team would have to split up and take two different paths - like a high path for snipers and a low path for SMG's. Another idea would ba a fight where you have two snipers in the back that can revive each other if you don't kill the second one quick enough while other enemies push up the middle or flank.