1. That may be more of a personal choice. you can perform maintenance with Geen teams, or we wouldn't have rules for them; they will just be limited in what they can work on & where they can work. Also, I see rules that allow tech teams to increase their experience rating by the number of scenarios they survive (StratOps p. 187), but nothing saying that you can spend 2 weeks to turn Green tech teams into Elites.
2. Completely wrong. Unless the errata has changed it, maintenance happens in between scenarios in a campaign (StratOps p. 169). Now, you may run into time factors that limit how much time you can devote to maintenance vs. repairing battle damage, but we have modifiers for that. We even have a TN for when the unit is unattended (i.e. hoping it doesn't break while you're busy somewhere else), or for example when the crews of 2 WarShips team up to fix ship A (heavily damaged) & roll the dice on the undamaged one. Also, naval repair facilities reduce the TN, not the time factor (StratOps p. 172).
3. You have some really high expectations for success. A TN of 5+ on a 2D6 is really good (83.33% chance of success), & unless the unit in question is at Quality Ratng C or lower you only drop a Quality level if you roll a 2 (MoF 3)...& even then, once you hit Quality Rating D even a failure doesn't hurt you.
4. As with #3, the actual TN of 7+ is still pretty good (58.33%) given that it's experimental tech.
5. That's a worst-case scenario, & even then only applies a) during the 3rd Succession War, & b) only to some factions (i.e. Capellans, mercs, etc.). At wors, it's the difference between a Green team working on it vs. an Elite team.
6. I wouldn't say 'easy'. If you have the time, you get to improve your chances of successful work, but if you lack the time then the unattended units can really suffer. That doesn't work for the big stuff, though (DropShips, WarShips, Space Stations, JumpShips, Latge Naval SVs, & Mobile Structueres); they can share crews to provide extra time, but only if physically docked (& even then their available time is pro-rated).
7. TN is spot-on, but at 9+ that's a high failure rate (27.78% chance of success). At x10 cost & 20 hours per attempt per item, that gets to be awfully expensive instead of just buying them from a Clan Sea Fox (née Diamond Shark) merchant (minimum of 320k for a Clan Mech Mortar 4, more if your roll fails). Not the best method for setting up a cottage industry for manufacturing Clan parts, but good for in-field replacements.
8. See #7.