Why are people finding heists so hard to prep? What are you doing wrong? Or am I a magic pixie?
This is really mystifying to me. Like, haven't you people run Shadowrun or Cyberpunk 2020 for years, where like, 90% of adventures are roughly "heists" (in that the players need to get in somewhere, get a thing/person, and get out)? How is that hard to write? I can write a good heist scenario, with a lot of moving parts, which I know will be a ton of fun, in like a few hours. You say "players will see six ways when you see four!", and seem to think this is a bad thing. It isn't. It's wonderful. If you just set up a fun scenario, with a few layers to it, then when the players take an unexpected tack, that's likely to still result in a really fun game. Only if you habitually design extremely fragile scenarios where the players averting one thing basically breaks the whole deal is the "oh no an approach I didn't consider!" thing even an issue. I think the last time I designed a scenario that fragile was when I was a fairly young teenager. Just add more layers!
That's ridiculously easier than writing a mystery that makes complete sense (i.e. no huge plothole that one of the players will immediately spot), or a really lengthy dungeon crawl, or just almost any other genre of adventure that's pre-written.