One thing I'd like to see improved is the progression to Promotion II. I think Promotion II is when X-Com Files really kicks off, but it's highly dependent on luck / randomness. In both my last 2 games, I basically stalled out before getting Promotion II, and almost ran out of things to research. It feels like the Cult Network and the Cool Alien gadget requirements are the most problematic requirements.
In my current game, I literally had 0 EXALT Safehouse missions until December, even though I got EXALT researched in January or February (lots of boring cult apprehension missions for EXALT though). I'm not sure what's the best way to fix this, but perhaps guaranteeing Safehouse missions after a certain month could help.
In a different game, I couldn't for the life of me fulfill Cool Alien Gadget until around the same time. I think Cool Alien Gadget is particularly kind of problematic. I get the intent -- you get something cool in your stores, and you want to hire a chief researcher to study all this cool stuff. However, the requirements for researching almost all of the items in the list either directly or indirectly depends on having the Lab, which requires having the researcher in the first place. 95% of the time you end up researching a PsiClone, which is closely related to the EXALT Safehouse requirement, and the item itself is hardly that cool.
I thought it's the case that in the latest OXCE versions, it's possible to check your base stores for specific items? Perhaps it's possible to check your base stores for a "cool item" (excluding PsiClones, as they're not that cool), and from that, generate an event that gives you the "Cool Alien Gadget" tech, kind of like how you have the character intros at the beginning of the game? The "hire researcher" task could be made more expensive to compensate for not having to research the item itself.