The biggest boon of hex over square grid, is not having to deal with diagonal movement, though I don’t think PP has problems with it. Diagonal are problematic in small movement ranges (lets say you can move two tiles - being able to move one tile diagonally is a bit short, while two tiles are a bit much). With a more granular PP should adjust the cost of diagonal movement just fine.
The reason I thought of hexagon grid is, that I am curious how PP’s ballistic system would play with it. I remember playing FiraXCOM with second wave option Aiming Angles and I felt 4 dimensional cover system to be lacking. I don’t expect PP to have the same issue, as hiding diagonally from the cover will still provide protection, but I just wondered if the more multisided cover system would play well, with ballistics.
That is a good point, that hexes might be troublesome with rectangular objects. There are games which used rectangular buildings, like Fallout1&2, but it didn’t have cover system, which probably would be the biggest issue. Hexes make cicles and triangles well, but squares and rectangles are a problem.
I also have to correct myself. Out of curiosity I checked FiraXCOM prototype video, and while they have angled cover, they didn’t seem to use defined tiles at all.