And many players who have expressed opinions on this forum would tell you that is a good thing.
As it stands, this game can be pretty punishing if you don’t know how to optimise its systems. Problem is, once you do know how to optimise its systems, it can become boringly easy unless you exercise some self-restraint.
As I said earlier, I think my point on Terminators/non-Terminators is being proven right now in the way that people report they play on these forums. I play HonestMan with 1 Skill/turn limits and restrictions on Rally, but not limiting it to 1/turn; Voland plays HM with a strict 1 Skill/turn limit including Rally; mcarver2000 self-limits on Terminator skills, but allows himself to use them when he feels he needs them; but Spagetman seems to like his Terminators as far as I can tell. We all obsessively play the same game, just in different ways. It would be nice if the game itself acknowledged that and acted as our referee, rather than us having to exercise self-restraint (or not) as the case may be. And it would also be nice if you didn’t have to have around 200+ hours of experience playing the game to be able to survive a non-superhero playthrough with 1 Skill/turn limits.
This will improve, eventually - though I tend to think that the ‘side-grade’ thing is a deliberate design decision. The thing people tend to forget is that XCOM2 has something like a decade of builds and DLC plus two mega-mods (which influenced later builds) to get where it is today. Compare XCOM: Enemy Unknown with WOTC or LW2 and they are light-years apart - basic architecture’s the same, but the customisation options you have now are phenomenal. But all those spiffy ammo & armour types you can research in Shen’s little experimental toolshed (whatever it’s called) are the result of literally years of gradual refinement.
This game’s had a couple of years of not enough programmers frantically building a massively overambitious project from the ground up - and then trying to fix all the bugs and balancing issues that releasing it too early inevitably entails. The fact that they’re still playing around with little more than half-a-dozen basic monster builds is indicative of how hard it is to build something like this from scratch.
Personally, I’d prefer to have AP rounds, smoke grenades and Siren Will-Sapper tranqs in my armoury instead of the Pure as a whole 'nother faction to deal with, but I suspect that kind of DLC doesn’t sell as well as ‘new enemies’. So we get what we’re given.
But give the devs (and people like you and me on these forums) time, and they’ll gradually start to implement new ideas and suggestions that will enrich the experience. Though, much as we’d like it to, stuff like that doesn’t just magically happen overnight.