Well, we're here now. We've made mistakes, apparently many, so here's my guess at how we could have avoided this burnout:
When producing Wands/Trinkets, which we did a lot of, not produce the highest quality possible at all times.
Sure, it definitely helped our newer or veteran MGs survive. The higher firepower put out definitely helped. But, it also meant that Medicine Boy was spending large amounts of time in his workshop. He wasn't able to sleep as much, or take as good of care of himself due to having less time available.
So, if we had reduced the exertion Medicine Boy himself under when producing items for our local MGs, then what? At that point, we could have voted for a riskier option, like the Koloblok (I hope that I didn't misspell it). With Medicine Boy possibly in better shape overall, any failure achieved would have hit him when he was healthier, meaning that he could have had less time spent in recovery to get back up to a functional state. At that point, not going all out with producing the highest quality items would also reduce the strain on Medicine Boy overall.
There's also the option that Medicine Boy spent less time in the workshop, period. Giving Homer more time in the workshop to build something other than more of his bombs seems like a possible idea going forward. Medicine Boy didn't come up with any of the three building projects we have now, but we could have found out about them from Homer if he had more time in the workshop to do his thing.
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I don't know, just some thoughts on what we could have done, and might want to do in the future. Sums up to: Don't always operate at full production output, take more risks, and give Homer more time in the workshop.