I was involved in the RPGA's Virtual Seattle for years, from its second year to the end of the campaign. It eventually encountered the same problem other RPGA Living campaigns did, which was that eventually PCs gained so much experience that it was difficult to write adventures/runs that were usable for all levels.
In particular, I think either in SR2 or SR3 there was the karma pool that allowed multiple rerolls of the same test. High level PCs could basically guarantee a critical success anytime they wanted to, and combat became non-threatening... and therefore the option of choice for many of the heavy hitters. The players had no fear their characters could die.
The writing team, of which I was a peripheral part, struggled with this problem. I came up with a run that could be solved by the greenest of teams, who applied some thought and creativity to the problem, but, with fair warning before the hammer fell, would severely punish blind aggression.
Through several conventions including Gencon and many home games, even rookie teams were able to find a solution with little or no damage to themselves, but several teams chose to ignore the warning against frontal assault and suffered accordingly. At least one TPK of a powerful team was reported from Gencon.
My general experience of the more experienced players in the RPGA years ago (all acquainted with each other and accustomed to playing together), especially in D&D, was that they were more interested in 'emoting' and relating to each other in their usual ways than achieving the objective(s) of the scenario. Death was unlikely as the game tended to be more about stopping to smell the roses than killing the dragon. I grew tired of this and restricted myself to Shadowrun and played more with newer players.
I was happy to see Missions arrive after the demise of Virtual Seattle (when the RPGA became overtly an organ for the commercial promotion of D&D), even though I had a lot of good times in VS despite the RPGA's involvement.
EDIT: I do now recall one RPGA D&D game at Gencon in which my thief joined five paladins in the adventure. My play was cut short when the thief fell into a pit of lava. Still, it was a notably enjoyable game. Five paladins with a guy who was continually assessing whether portable and therefore easily acquired objects were valuable.