Like XPZ with base defense with sewers? Or terror mission at first week that u can't win because your weapon is piece of shit and your transport is just shooting range for enemies.
Man, please stop. I'm going offtopic here just to act as a thrid party unaffiliated with anyone else.
By this quote alone basically everyone who played XPZ will see the rest of the post as either mad ramblings about mod a mod someone didn't like for some reason, or as a troll.
You are not supposed to even fight those terror missions at first week. If not engaged they only hit you -100 infamy points, laughable.
How base defence with sewers is unplayable? You can get dogs in first month and first real base defence mission (ones that aren't just academy nurses and researchers with harpoon guns) happens around few months in. And dogs have inbuilt motion detector (eye-phone).
And how transport that is a piece of shit that is just a shooting range for the enemies can be both that and also promoting camp-or-die gameplay? If your transport is shitty, you have to rush. If your transport is good, you camp inside. And there is a balance, with airbus being the fastest option you have available from the start, but with low capacity and not providing much cover vs trucks for example, that are slow, but provide decent cover, come with a turret that both shoots and act as a good decoy to soak up damage and reaction fire on the first turn.
I could go on and on, but in both cases, you are either mad, or trolling, just stop. All the problems you have with mods existed in Vanilla and TFTD. You either camp in skyranger turn one, or send something to get annihilated, you are always outnumbered also. In there instead of useless airbus you get useless skyranger (if it is so perfect, you can get it in piratez too!) with exactly one one exit, with no doors.
And to not be too offtopic. When it comes to the term of a mod (or something else) being incompatible I personally think of stuff outright not working where incompatible mods simply crash the game.
The term I would use for mod/something that breaks the other mod in some way (and Brutal-OXCE does as proven with certain missions mentioned here) it is "not supported". The game works, you can still play it, but it changes behaviour to what is completly unintended by the creator/s of one, or two mods.
So here is that. Call it "not supported" and end hostility. Say it is "unadvised" to use with XPZ and some other mods and we should be allright. From what I saw and played over the years in X-Com modding forum and mods themselfs, I don't think Dioxine, Solarious, or any other big mod creators wants to strike any change to their mod out of spite.
Maybe the whole drama is just about using the word "incompatible", where both mods don't crash the game, but make it run differently, in a way both modders do not intend.