Gotta say this mod is interesting!
I haven't beaten vanilla xcom yet but this mod, as well as the older, imo SUPERIOR mechanics is refreshing! I found the new xcom, and this mod, and man is it great.
This said, I have a few things to point out
1 : compatibility with other vanilla openxcom mods seems odd, particularly gun melee (it works, but does not apply to the NEW guns...which would be handy, and make aliens with no ammo a threat still) and alien bleeding. Alien bleeding works, but it seems like it should be disabled for gazers, reason being, it is almost IMPOSSIBLE to capture one with bleeding on, as stun does not work well on them and any attacks big enough to be worth using, cause fatal wounds. I've caught one, by literally using a med kit to heal it after a stun, but thats a PRETTY extreme length to go for a capture. I also think with how sturdy they are, perhaps bleeding just shouldn't be a factor. This also goes for any other extremely hard shelled beasts out there, as normal stuns don't work without extra damage, and extra damage does wounds...which...makes capturing nearly impossible.
2: Research seems a bit odd... I get it prioritizes capturing new aliens, but between the different classes to capture, and them all having stuff to learn from, and stun weapons being much less effective, it seems like a pain in the neck sometimes to do that. It would be nice if there was perhaps, more chances of data slates which also gave research, but was also much less reliable than studying a live alien, as I'm stuck at research around November of the first year, and my stats show I've captured HALF of all aliens I've encountered... maybe I'm not going in far enough, but its a thought. I'm also on my first year so what do I know? its just obnoxious trying to capture say, a sectoid medic, when 1, I cannot identify it, and 2, can't really check as to which alien classes I've researched already, as far as I know. This is made worse by "rare" encounters, like MIB, or hybrids or others... I only have MIB agents researched, as all others are incredibly hard to capture alive. Its also a bit odd how say, I know how to create a laser rifle, but my scientists cannot figure out how to make a laser shotgun, without getting this info from the aliens themselves... I guess maybe alternatives to capturing, be it very slow research, or whathaveyou, would be incredibly handy
3: gun classes could use some love. I honestly loved the SMG, but once you get lasers, you can never use them again effectively. Would be nice to get a laser variant of it to use, as the smg was a sweet weapon, but is quickly useless due to low damage, and kinetic damage type, making it barely tickle stuff like gazers. And honestly, a bigger "machine gun" variant might be interesting too... Infact, its pretty disappointing that you get all tons of varying kinetic weapons, but so few options for lasers... What about a laser magnum pistol? or smg? just a thought... But I understand there may not be art assets for this, or that it would take time to do. Though honestly, even pallet swaps would be neat.
Sorry if I'm ignorant of the presence of features, or information, I realize I haven't beaten this, but its just my input so far. I'm admit-ably a noob to the old xcom, so sorry if I'm completely missing anything.