Pretty sure the tutorial editor will allow for this, at least to some degree.
My argument in favor of this was disguising tutorials as campaigns, to hook people with story while you teach them the mechanics. Early on, you might only need one tutorial campaign to get the basic mechanics down, but every expansion of AIW1 added enough stuff to probably deserve its own tutorial campaign. The more moddable those are, the more the community will contribute improvements and the better they'll be. The better the tutorial is at launch, the more traction the game will get, so those tools need to be available during the private beta/alpha period.
Then people can also put together crazy challenges, if they want. Those might be in the form of lobby scripts, or they might be full-on scenarios with their own little stories.
Or people can tell stories by constructing their own 'minor factions' to interact with.
Although, putting on my pessimist hat, AIW1 has lobby setup scripts, and I don't think anyone's ever really done much with them. But, that might be because it's easier to just tell someone what lobby options you picked than to write that up as a lobby script. In theory you could randomize the settings using a lobby script, but it's hard to judge what that'll do to the difficulty, so I don't think it's that useful.