"Kidnapped!" expedition (last pocket) needs a design rework

I have nothing against first 3 pockets of this expedition. But the 4th pocket…

You need get a station to sub 20% of shield (which feels like 50k buffer max) to spawn all waves of enemies in the pocket except for single final boss.

And then you have to dig through like 10k of remaining shield, 500k of armor and 400k of hull of this station to spawn a final boss. with nothing happening during all this. Can anyone suggest any logical explanation why this should be a thing? 10-15 of shooting a structure (that drops 0 loot) to spawn a boss.
And a cherry on the top - boss’s wreck is 70% of time is straight up empty! Not even a stack of faction ammo!

This design gives nothing to the gameplay loop except for additional frustration. I’d rather have the structure that shoots at me and even points/webs me, but has a reasonable amount of HP. Even in lowsec.