Efficiency-wise, have you tried your AI on something like an 80x80 map with 60+ enemies? Not so much from an AI POV, but whether the turn times remain reasonable.
Not yet. I will eventually do this. Since the first (and so far only) feedback I've gotten on one of the already released versions was that it's way too slow.
So I've already done a rather drastic step and reduced the calls for line-of-fire-checks from roughly Tiles*n/2*(n/2)² to Tiles*n/2*n, with n being the amount of units on the map. Before that I could tell whether the aliens had fliers or not based on the turn times. After that it became unnoticeable at least with vanilla map-dimensions. I hope this problem is now solved and that a little larger maps and a little more enemies should scale in a more linear fashion, which hopefully makes this a non-issue. But I know I'll have to stay wary of that.
Whether the shot is arcing or not is irrelevant for the explosiveEfficacy-function. I have to make sure that indirect fire and blind-fire take everything into account that explodes. There's code that is similar enough to what I'll need, so it's just a point that eventually needs to get done.
Psi-vision will be very nice for the Aliens using my AI, no question about that.
Yes, the more hard-cover there is the less difference smoke-grenades shall make. The way I exploited it worked actually better when there was less real cover, so I could always keep a lot of dudes with line-of-fire to everywhere to then kill what my spotter saw. As soon as the spotter has to break los with his friends, the advantage is gone. And keeping people stacked in a mission where the aliens bring blasters is pretty insane anyways. So I probably won't see many opportunities for smoke to make sense at all. Maybe in a floor leading to a hangar.
'stunningImprovesMorale: true'?
I suppose that's some non-vanilla option that also works both ways in the sense of "gettingStunnedReducesMorale: true". It just was an observation. Not necessarily meaning that something should be done about it. In order to have hopes of ever getting a few soldiers to significantly improved stats high-end-armor is kinda mandatory. And at that point the difference between plasma-pistols and heavy-plasma will be very significant. I don't know whether armor protects against stun. If not, stun-launchers also are much more useful relatively spoken.
I think it's kinda realistic that getting stunned doesn't affect the other's morale.