I don’t know if this has been mentioned before, or not, but it seems to me like a good solution might be to price the cost of hiring Rookies, based on what they’re worth, stat-wise.
Taking Xcom2 for an example, you could price new recruits out at from say 10 supplies, up to 50 supplies, based on their starting stats. Better yet, give us a random set of Rookies, with their random sets of stats, and let us pay extra, to improve what RNG throws out.
That might seem a little “immersion-weird” at first, but it kind of makes sense, if you think about the amount of supplies you have to spend, being an abstract measure of how desperate you are to grab any loonie off the street, who’s willing to join your cause, or whether you’re paying out resources to find the best fresh new faces, out there.
To go for an easier rout, how about allowing us to “sell off” gimpy new recruits to other factions, or send them out to hot-spots that need defenders, where their sub-par-for-us skills will actually be welcome, compared to desperate, half-trained farmers.
It should also be a consideration that sometimes, numbers do make the difference. I’d personally like to see a situation where we have our small A-team squads, and maybe a few specialist-squads, and then we’d have a larger main force pool that recruits get traded in and out of, and which can then be used to hold on to territory. That seems fairly realistic to me, given the game’s setting.