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Regarding "finishing IRMG" – staggered guards will always exist. They were present in Heroes 3 (considering that New World Computing created an excellent generator), they were in Heroes 4, and it's unlikely that anything can be done about it. The issue isn't with the generator's mechanics, but with the hero's movement mechanics. For example, a portal has two sides – no matter where you place the guard, if the hero can physically run to that side, you'll have a staggered guard. This is also quite likely with large objects (where you can approach from multiple directions). Of course, you could imagine a system where all objects with more than one "side" are generated in "pockets," but I don't think such a solution would positively affect the aesthetic side of the maps.
Now, regarding Jarls (and in general, for the future): if a portal is present in a map, for example, I break through one monster, but I might not attack the second one (this is rare, but it happens) – this is what constitutes a staggered guard, and THIS is what I'm asking about: is it allowed not to attack the second monster? (This happens constantly, particularly with the Warrior's Tomb)