Here is my list of tiny mods that are still under construction but have passed stability testing.
Alloy TanksI was looking for intermediary armour options between the squishy vanilla Tanks and the venerable Hovertanks. Since alien alloys are lighter and stronger than terrestrial materials I thought it appropriate to take advantage of the lighter chassis and allow ALL weapon systems to be used upon it. I know this means that Hovertank/Launchers are pretty much useless since their weapon system removes the need for mobility.
After research is completed on Personal Armor, manufacture of new Alloy Tanks clad in Alien Alloys becomes available.
There are manufacturing options available to upgrade existing Tanks to Alloy Tanks.
This mod is still under construction - I want to add new graphics in the future for the Alloy Tanks that will vanilla-friendly in their palette.
This mod REQUIRES OXCE to function. - I want to remove the dependency I accidentally added here for OXCE.
https://openxcom.mod.io/alloy-tanksMad AutocannonsLittle nano-mod I'm working on that simply makes Auto-cannon AUTO fire unload the full clip of AC AMMO (14 shots) before stopping. Accuracy is in the dirt. Beautiful to use HE rounds early game when you're best firing accuracy is like 10%
Fusion RetrofitAllows a commander to, via manufacturing, retrofit fusion/blaster bomb warhead tech to terrestrial ammo types: Rockets, HWP Rockets, HE rounds, HE demo packs. Prices of these items have not gone through a balance pass yet and no new graphics exist... yet. Maintaining TACTICAL experience as close to vanilla is the highest priority for me as I make mods. Most of my mods affect R&D primarily and I try expand tactical options without upsetting the existing gameplay balance or equipment. That being said, I parsed through the HE armor levels of various terrain pieces to make sure that this new explosive type doesn't cause upsets. Blaster Launchers are STILL the only weapon that destroy exterior UFO walls. My cap on damage was to make sure that the "new" Fusion Explosive (retrofit of the High Explosive) could not do what a Blaster Bomb does in terms of terrain destruction. Once I set this ceiling (159 HE damage), I scaled the new stuff upon the Large Rocket as a reference.
Combine this new AC Fusion Explosive Ammo with the MAD Autocannon mod above and you will find that things are not radically imbalanced at all actually. I leave the mod combinations, and the bugs that can result up to the commander.