It is pretty pointless to argue with OpenXcom developers about what they have developed, don't you think?
As an OpenXcom developer, I can tell you that the functionality you are trying to use here is modded and explicitly unsupported by OpenXcom.
The crash happens on this line: https://github.com/OpenXcom/OpenXcom/blob/master/src/Savegame/SaveConverter.cpp#L1078
when the game finds a non-existing armor reference in your save.
The original contains only 4 armors (jumpsuit, pers armor, power suit and flying suit) and your save contains also a 5th armor (judging by the SPK files even more than 5 actually, but it crashes already on the fifth).
This is not a bug, and also not a missing functionality... everything works as expected and as intended.
The only correct way to introduce this modded behavior is to use OpenXcom's own modding features.
It is technically a missing functionality as the original X-Com has native support for 16 armors, it's just missing SPK files for them, Openxcom does not support any armors above 4.
But fine, then please tell me, how do I mod the other armors in? I want to continue my game with the heroic Maria Evans, the Sectoid defector.
Or my TFTD game with Emilio Carlos, the Calcinite.
I've never modded anything for Openxcom and I was honestly just hoping to plop in the files and continue playing.
Also do note:
The unused armors are automatically translated as Aliens in the Battlescape in the originals.
This is to a point where a save editor like "X-Com Hack V3" will kill or knock out my own units if I use the "Stun Aliens" or "Kill Aliens" option, so they're not just cosmetic skins.
If you get a Bio-Drone in TFTD, upon death it will violently explode just like the real deal for example.