Volutar, yeah, the colors can be tweaked (although remind there is only about 16 colors
And I probably make an option for a JA2 style preview, where the preview automatically is shown when you hover the mouse x milliseconds over a tile, so you can still walk with 1 click instead of 2.
Concerning your improved pathfinder, while theoretically it's nice, when I go back to your original "problem", I think with a simple "patch" to the current openxcom A* pathfinder I can cover 90% of all situations where you will have an actual problem in the game.
The original problem was: when you have multiple solutions with the same TU cost, you want a straight line solution for the sake of keeping out of enemy line of sight or line of fire.
To me this implies that this is a situation where you ask for a simple path from A to B in a plain field with all equal cost tiles and where there are no obstacles to avoid. In such a case you want a bresenham calculated line (= as straight possible line on a grid).
Knowing this, I imagined a patch to the current A* pathfinder where I first of all do the normal pathfinding (to know the total TU cost of the optimal path). And after that I do a bresenham path check from start to end, and if this bresenham path check did not get blocked I check the total TUs of that bresenham path is equal to the TUs of the optimal path.
When this is true, I take the bresenham path as my optimal route.
If you watch a lot of xcom LP movies you'll see how people, when there is possible danger of aliens shooting at you, will generally move forward in smaller, very simple paths. They will actually take control over the path themselves, instead of asking the AI to do a complex path and trusting it will do a good job.
Because when there is a blocking object in your path, for example a tree in the middle of a straight path, you need a very advanced AI to know which way around this object is the best, if both ways around it are the same cost.
Also, this patch will take me less than an hour I think to program. While rewriting the pathfinding from scratch, will take me more time, including possibly new bugs. Precious time I better spend on implementing large units pathfinding and a lot of other issues that are asking attention (like the ufo walls you said)