I assume if the Missions can not be filled as you guys did, it will be nearly impossible?
So I think the fewer Ops you get filled, the more you need amazing mods to get through. You have to kill Scavenger quickly, but you can't afford not to mod for Protection and your attackers and 7thSister have the worst protection/health ratios on your squad. Which means, of course, that just where you need them most, you can't be dropping a lot of Offense and CritDmg primaries. Which means, of course, if you're at 0-Ops you're going to be assigning Protection primaries and trying to get 5%+ Off on the secondary with 20+ speed. There won't be too many folks who have those mods. It's a tough task.
But it's not at all unwindable with 0-Ops. It's just much more dependent on the opening RNG, and generally harder and more sensitive to good/bad strategy.
When they said that the changes would only make things "a little" harder, they are probably correct about 6-Op guilds. They are probably not correct about anyone else. The difficulty goes up substantially.
But these initial sims were not all 6-Ops. none of them were. We were trying to make our research valuable to the majority of guilds. My guild will 6-Op both p2 and p3, but preparing for worst case won't hurt us and will help lots of other people, so that's where we put most of our work.