I'm not sure if that's a very good base. PocketUFO was made for use with a stylus, and the point of all this is for the game to work well with a finger. Furthermore getting OpenXcom to work in a portrait orientation sounds like more hell than it's worth. (It would be cool though! I just think it would have to be an either/or type of deal, because getting the game to adapt either way would be rough)
I'll think of other layouts that would restore the older button order. It might cut down on viewing area, though.
As for the basescape, yeah I see what you mean. A simpler solution I guess would just be 4 taller menu buttons (with text) that open up new menus for the rest of the options.
"Manage Bases" -Contains Base Information, Build New Base, Build Facilities
"Manage XCom Forces" -Soldiers, Equip Craft
"Manage R&D" -Research, Manufacturing
"Manage Inventory and Hires" -Buy/Hire, Sell/Sack, Transfer
And a smaller one to go back to Geoscape.
I just thought the icons would have been a good idea since that would require the least amount of coding effort (simply reorganizing the button zones) without having to code new menus.
EDIT: I've thought about how movement/looking can work too without magnification. Obviously all these are a lot more than simple changes, but seems like the most intuitive way to do it on a touchscreen.
Tap on a unit to select it (Automatically center camera, too? Might be too much)
To move the unit, tap the unit again to enter 'Move Mode' where the red 3D cursor appears. Then you can tap on the map AND/OR drag the box to the destination. Dragging the box would allow for much finer movement. Then tap the box again to confirm the destination.
For looking, just dragging from the soldier to where to look should work, especially if tiles get shaded to show the FOV before the finger lets go. This would work best if it was outside of Move Mode, but would be a bit more cumbersome.
Other ideas would be adding buttons for entering moving/looking mode, but those might take up valuable space.
Shooting would work like the move mode, where you can tap the target and/or drag the target cursor around, then tap it again to confirm the shot.
The idea is that the shooting/moving targets are separate from the actual 'cursor' and instead are objects that you can drag around.
EDIT: After trying out PocketUFO, this is actually exactly how it's done there. Good idea then?
As for camera movement, drag scrolling should be fine, across all modes.
Do we have any control over the magnifying glass, or is that just given by SDL? For example, could it be made so that doing the pinch zoom gesture in the view area makes it zoom in the entire mapview (but not the UI)?