Yeah, as your soldiers get better, guaranteeing a kill from flanking is far better, you’re right. However, it’s more the fact getting to those flanking positions could be, in itself, incredibly dangerous. That’s what I mainly meant by the ‘avoid doing things that make sense’.
I remember starting a firefight while inside a roadside diner. My team had cover and so did the aliens. There wasn’t much cover in between and I didn’t want to run far out to cover on flanking sides since it was the first pod and I knew there’d be others. In fact, when meeting pods, I try not to reveal even a single square of the fog of war, again, restrictive. My soldiers nearest to the enemy were just outside the diner behind some dumpsters, about 1-2 squares away from the outside diner wall.
My team had crap hit percentages and there was a Viper which I knew might use the tongue/wrap ability. So, seeing as though there was a ladder (behind my furthest soldiers) I sent a guy to the roof to get a better hit chance. Makes sense, right? Well, he got to the roof and, because of HIS better range of vision, he triggered TWO pods. What was he doing up there? Standing on the wall, dropping his trousers and mooning everyone while shouting, ‘Cop a load of this, alien scum!’?
Which leads me to one more thing about pods (sorry for all this off topic talk btw). The way pods activated was often very counter intuitive. It was so keenly set to squares that it was easy to think there were no other aliens around due to the amount of noise and explosions going on. You could blow up walls, cars and fuel stations right on the edge of the POD-triggering square and a group of mutons could be in the next room having a cup of tea, bizarrely oblivious. Then, because you get a false sense of security, you run around to flank your current enemies and you trigger them. The large ordinance explosives didn’t attract their curiosity at all but you send one scout forward to hide behind a tin of tomatoes and they suddenly gain eagle sight and go on a rampage. Argh, it’s hard to explain in words.
Anyway, the All or Nothing means finishing wounded aliens can be tricky due to needing to flank (to get a decent hit chance, at least early game) whilst avoiding pod activation whereas I’m hoping free aim with some guaranteed damage will eliminate that. That’s why in XCOM I used so many grenadiers.
Mind you, it might not even matter since PP doesn’t have pods and I doubt they’ve balanced the game with a, ‘kill everything in one turn’ mindset
So yeah, I really enjoyed XCOM despite my complaints, and I agree with many of those you listed, but I’m really looking forward to PP’s different way of doing things.