Probably, I can also rise another topic:
Currently, modders widely use researches as a progression triggers, very decent amount of researches in many mods are never shown to the player. It's being supported by devs with a very wide API, where you can add research as discovered at the background with arcs, events, deployments. They are used as triggers for arc/event/mission scripts to run campaign logic. We can get researches in YS, which is awesome, and we can disable research. We can interrupt ongoing missions and events with research being discovered. For many cases, it is enough, but I would like to know if that is the desired way for OXCE and you guys would like to keep expanding it.
For instance, I've looked into UFO:AL, they use LUA scripts to process campaign logic. In OXCE we have YS, that already has tags in SaveGame. There we can have any variable in form of integer or string value, not just boolean (is this research discovered?). I had cases where I was needed integer value for mission triggers, and I had to solve it with multiple copies of research and scripts. Also, we are limited to setting trigger variable (research) to false, as we can't set it back to true (disabled researches cant be discovered in any way) I can see it is not a small task and would require to add hooks for, many places where we check or discover/disable researches, but with this we would get a much more flexible system.