some fault also lies with lazy stage designs.

basic rule is, if you can see it, you can shoot it. but some designers don't want to put up extra walls or barrels, but want to tell you exactly how to shoot the stage.

a good stage design is "start here, shoot each one 2x, you can go right or left at the beep" give some choice to the shooter, and introduce some risk/reward options. perhaps have a target visible from 15-20 yards out, but allow MM/NV to run up to the forward fault line and engage it, or allow the EX/MA to engage it on the way to the next shooting position. it takes some thought, but it can be done.