I've been thinking a bit and I have a few increased fluff ideas I'd like to incorporate.
1.) Change it so that you start the game WITHOUT Alien Containment.
2.) You need to grab some alien corpses; and do an ALIEN AUTOPSY, which unlocks:
ALIEN PHYSIOLOGY -- we need to understand their natural environment more; through autopsying their lungs and stomach (or equivalent) contents.
Consider -- despite humans evolving to breathe 80/20% Nitrogen Oxygen mix at 14.7 PSI (roughly); we can breathe 100% Oxygen at 5 PSI (Apollo), or 80/20 Nitrogen/Oxygen at 59~ PSI (Scuba Divers at 100 feet); for short periods without death.
In the case of 100% Oxygen at 5 PSI, you can do it for about 15+ days without ill effects, but beyond that, you risk serious problems.
So...consider the ALIENS. We know they can breathe our atmosphere for short periods of time. But can they breathe it for several weeks on end?
Same thing with food; consider how Chocolate is toxic to Dogs. Do the aliens need to avoid particular foods?
This is why IMHO, you shouldn't have ALIEN CONTAINMENT from game start; but only after autopsies.
Once you've captured a live, breathing subject in your new containment lab; you then get a new fluff text:
ALIEN PSYCHOLOGY: Can we communicate with them? Do they think like us? Once you do this, you can now interrogate aliens.
I've always found it a bit silly that you can interrogate right from the start of the game a captured sectoid engineer and get performance characteristics of an alien UFO without working out a common language or what measurement system they use.
Apparently high voltage cattle prods are universal translators.