STATUS UPDATE:
Drones are not compatible with a handful of mods within TDS. I cannot open up the manufacturing options, but I will keep trying. XCOM Enforcer, on the other hand, is working perfectly fine and just needs a rebalance and then it's ready for the Beta test. I am thinking of making the Enforcer a kind of super drone, and making the other two (Scout Drone and Assault Drone - renamed to Artificial Soldier/Vanguard and Artificial Soldier/Assault) a lower tier, and researching Advanced Robotics Technology unlocks the Vanguard, which is a fast, but not well armed drone that is used to scout the map. I will have to add something to make the Assault Drone unlockable, to make the Vanguard a more viable option while waiting for the Assault soldier. Meanwhile, the XCOM Enforcer is still pretty OP. It's plasma rifle 1-hit ko's nearly everything, and I will fix that so it's more balanced, but still powerful.
XCOM Cyberdiscs and Hovertank/Rocket Launcher have been fixed (thank god and Aldorn)
Not sure if I can make a Sectopod/Launcher for the aliens. I might only be able to make it available to humans. Speaking of sectopods, they have been debuffed so that enemy sectopods may damage yours. With Harry's version, your sectopod could take plasma hits from almost all angles without damage (Except for the back).
I am considering skipping out on the Alloy Tanks sprite for it's own beta test so that when the sprites do roll around, everything will be ready for them.
The conventional and some hover tanks still need some tweaking. Still considering Tank/Grenade Launcher and Tank/Artillery. It might be useful to have them separate. Tank/Artillery for accurate, long range shots and Tank/Grenade Launcher for short range assistance, with a major accuracy downgrade so that the Tank/Artillery is a viable option.
Am considering buffing up some enemy units, but I probably won't.
The new Gauss Mod 1.5 will be in the Beta Test as soon as I replace all of the Gauss Mod 1.4 code.
Beta Test ETA: 3-4 Days.