My feedback to this masterpiece of a mod (in comparision to the vanilla X-Com and using Superhuman difficulty):
Nicely balanced early game around the introduced 6-man Airbus. The starting missions offer opportunities to get some early weaponry and prisoners to get your research going. Church-Raid and Watchtower are the best examples.
In terms of improvable early mission:
Academy Base: Academy drones are kind of tough to deal with since you can't rely on a musket to break through the armor. I suggest to add a new kind of "Beginner Drone" with like +15HP and/or half the armor.
Ratman Rodeo: With the introduction of the damage buff to the musket-ammo I suggest to look into this mission for the early game. With no decent armor those stray bullets can now one-shot your gals more frequently.
The transition to midgame is kind of hard to discribe. Sometimes you get the boenuventura in time to boost your power to 18 slots or have to work with the 8man truck for several months. (Thanks for the 10man "Purple Turtle" craft tho
)
To give you some kind of feedback from my very own playthrough:
The traders guild littered my starting location (russia) with 5 hideouts and causing 5 protect-money-payer to jump the boat before I could tech up and offer a legit answer to power-armor bodyguards.
The time I started to clean russia and asia I had 6 hideouts to destroy. The most overpowered solution to this was the flechette-gun.
I have several points to say about this weapon:
1. You can use the flechette-gun right after research but can't use the flechette-multicannon without interogate an academy provost.
If the flechette-gun would get the same restriction like the multi-cannon, I would accept this restriction since this shotgun is your weapon to kill everything in the game and drastically drops the difficulty. - But you could just stop using the gun? - If I can get access to a tool I will use it regardless. In the end it's a game (and games are fun?)
2. While the damage 32x4 sounds inferior to most of the other shotguns manufacturable, the fact that this shotgun ignores half armor AND reduces the armor of the target hit, I realy wonder why this shotgun got both traits.
I suggest to have only the armor-ignoration or the armor-shred. Maybe even drop the damage to 29x4 so the max damage can't reach 60+ per bullet shot.
3. This shotgun might offer only snapshot but 200% acc for a shotgun is quite the aim. (and even adds kneeling bonus). I can repeatly snipe enemies with a shotgun past 20 tiles of range. In my opinion too good for the weapon category.
4. The flechette-gun can shot up to 4 times per turn. Considering point 3 above the mix of high acc and fast firing makes every other weapon kind of obsolete. Nerfing the TU cost to +26% would allow up to 3 shots while leaving the gun as a decent assault- and breach-gun.
5. I'm kind of puzzled why the flechette-gun is able to "melt" its target and destroy the corpse. The damage-type is listed as "piercing" and thus shouldn't vaporize the target like a high-power laser or chem/plasma weaponry. If this is intended, I roll with it as it is the trade-off for been OP.
So much for the flechette-gun complaining, the late-game is where the game let's you toy with your high-tech guns, armor and voodoo stuff. I got the most fun in this part of the game. Can't wait to revisit some mercs and melt thier muton-like faces with something else than the flechette-gun and baby nukes.
Thanks for reading my wall of text.