Actually, new idea. This game is starting to remind me of that downhill snowboarding game from the PS2, SSX. I bet you weren't expecting that!
In that game, you have to win a race against a clock. The only thing that mattered is if you could reach each checkpoint before the timer went down. You could just go straight through the whole thing, seeing the sites and "win". Or, you could take the long way, go over jumps and do all sorts of tricks. Then, you would get a huge score, but a score that wouldn't matter at all if you couldn't finish the race.
That's what Skyward is like. The goal is to simply "beat the clock" of everyone killing themselves. The tricks are all the carnage that occurs.
I say really pump up the "middle management" angle on the game. Your "boss" wants carnage, that's you whole purpose. Maybe it's because the boss likes testing humans? Creating an army of souls? Looking for someone? Whatever, but it's your job. Instead of a goal, it could be a bonus!
It takes energy beyond your abilities to start from scratch, so if you fully "break" your toy of a world, you get fired. If you can make it to the end of a "work shift" without destroying everything, you get paid. If you play it safe and the boss doesn't get what he wants, no bonus! However, the more death and war and destruction that occurs increases your bonus.
Really doesn't change anything beyond story points, but might make the player want to play "right" more with a better connection to the scoring system.