Sure. This is a perfectly valid response (for you and me both). It's either this, or
@TheMeInTeam comes along and deconstructs "good gameplay" from the Original Poster's thread title.
That's a lot of effort, and there are plenty better qualified for it than me.
I don't think it's really warranted here, though. OP is pointing out that some mission requirement/reward sequences come off as false choices or traps...enough that disregarding the chain and just expanding like you don't have a MT for that part of it tends to either strictly dominate following it step by step, or close enough. IMO that's broadly true in some cases, and the Scotland example is reasonable to illustrate it. You're not saving that much ADM taking piecemeal, and the cost of 2nd war vs England is going to be higher if you take less clay in 1st war, most likely.
I wouldn't want to be the one trying to design MT where this doesn't crop up, though. If you forced me, I'd take it in a different direction entirely (no unique MT at all, instead using dynamic/situational based system like a more reliable and fleshed out version of the decision-based system). At least, if I were making the game to my personal preferences. It's hard to ignore the reality of players wanting MT, or focus trees in HOI 4. Like, players will refuse to play a generic tree nation in a total conversion mod with a novel position, novel unit, and terrain/war situation you can't get in vanilla because it doesn't have a focus tree and therefore "doesn't have content". Players do the same thing with nations in Anbennar. MT or bust, anything else "has no content". This annoys me, but it's the apparent reality.
I'd be very, very surprised if the devs didn't notice. And so we get this stuff. I guess try to make it align to things players should want to do, generally? But if you do that all the time, you're going to get a lot of similar-looking MT. Even more so than we already observe. There are only so many variations of "econ bonus", or "here have claims, on provinces or for a subject", and a massive incentive to power creep to keep selling them.