The problem with overprepared is that it turns MY Meta teams that are hard counters to the 5 different teams they use on defense in conquest into garbage. Oh look, it's MM! I'll use my Imp Trooper team. Wait, how come I didn't get a turn? Hey it's bounty hunters with Bossk lead, I'll drop my troopers there. Wait, they didn't get a turn either before 2-3 were killed. Must be due to this being a challenge node. Wait, it isn't even a challenge node. Oh look, a Tusken team! Cool, I can use "x" team to complete feats. Wait, why did tuskens take 14 turns before I could go vs my team with 350+ speed characters?
Challenge nodes aren't any more difficult than regular nodes in sectors four and five. Woopity doo, you get to choose 3 more 1 and 2 dot discs that are the same ones as in the other node you could've gotten not taking the challenge routes. (Seriously, this is dumb. If you're going to make it "challenge" nodes, at least improve the reward for taking the difficult path and ease the overprepared excessiveness on "regular" nodes. At least blue discs, or even purple.)
What's the point of building 6 GL's if even my GL teams get obliterated on some of these nodes, whether they are challenge nodes or not? "Oh but we have to make it 'challenging' for the 0.01% of players at the near 12 million GP range so it still takes them 2 hours a day, at least that they don't have time for!"
Oh and I'd like to add that the 400-500% TM load on some of these nodes is lazy strategizing. You've been adding in the TM load for years, but it's especially bad when you add overprepared to a team and they just stomp whatever you throw at them short of JMK, etc. etc.