playing the orig, Psi imbalance was at the top of my list of TODO's. Generally i pumped them up but retained a wide spread according to what aliens i felt should be resistant/vulnerable (mutons->easy, ethereals->tuff). But generally did not want my soldiers coming out of the Lab and controlling sectoid leaders, etc.
After trying it for mid-game, I ended up strengthening aliens still more (caveat: i'm not fond of psi..). Here's some examples i'm using:
- type: STR_ETHEREAL_COMMANDER
psiStrength: 137
psiSkill: 39
- type: STR_ETHEREAL_SOLDIER
psiStrength: 97
psiSkill: 37
- type: STR_SECTOID_COMMANDER
psiStrength: 109
psiSkill: 42
- type: STR_SECTOID_SOLDIER
psiStrength: 57
psiSkill: 0
- type: STR_SNAKEMAN_ENGINEER
psiStrength: 85
psiSkill: 0
By far the trickiest part was balancing alien Attack & Defense powers - you might want them resistant, while not totally overpowering xCom psi-elites. For this i had to play off the fact that psiDefense is a linear increase while psiAttack is exponential (and still maintain balance with what humans are capable of); hence above, the psiStrength is far greater than psiSkill, because if Skill is pushed up their attacks become overpowered (exponentially) but if Strength is decreased to compensate then their defense drops (linearly, [edit] and at 5x the rate of decreasing Skill).
that said, your suggestions, red, get no complaint from me ( tho it'd be a mod /shrug )
ref.
Psionic Formulas