Yeah, bringing some extra-weapons to distribute them to the civilians is something that you can do, if Brutal-AI for neutrals is enabled. Deliberately or not.
What I'm working on right now is "carefully progressing". This will mainly be an improvement for the auto-play-AI but the aliens shall also have some benefit from it.
It consists of an enforced investment into peaking while saving 25% of the available movement resources (TUs and Energy) and if nothing is found spend the rest of the TUs for getting in the position with the best cover.
This also required me to do some energy-management. Where they won't do peaking if the energy is too low and they are in a save position. This currently has the issue that they then sometimes go backwards to where they came from last turn as the best cover is now there. So units with low stamina are not really progressing. So if they think their position was "safe enough" to recover energy they also should skip the get to best cover-part.
For the enemies, this new technique shall replace the ON/OFF-flipping of the sweep-mode by having a dynamic ratio of moving forward vs. saving TUs for hiding. The sweep-mode was a bit too extreme in how much they'd expose themselves. So having something that ramps up more smoothly and only acts like the sweepmode, when the enemies morale is completely broken and they are basically guaranteed to panic seems better.
However, during my tests I found one big issue with peaking in general: If it doesn't reveal anything new because your friends already peaked into the same area, it's just a waste of TUs and energy, that could have been used for reaction-fire. For example, when breaching an UFO-entrance right now and hiding from them that they won't see you when they open the door, you can mostly count on everyone in the entry-hall of having no TUs for reaction-fire. Because all of them probably peaked to the door and then went back to a better spot. It's not peaking in general that is useless but peaking something that has been peaked at in the same turn by someone else. So I need to find a way of how a unit can identify whether someone else has already peaked the same stuff they are about to peak and if so stop them in their tracks. This won't be easy but I think it's worth the effort.