I think Alucious understands this much, but he is trying to play with personal lights turned off, so he can take advantage of the range of the gals' nightvision compared to the average humans (12 to 9, if I remember well). If you have personal lights turned on, the enemy will see you at the full 20 (or 30, in the latest version) tiles distance, since you are glowing like a christmas tree, while you will only see them at a range of 12 since they are not glowing..
Playing with personal lights off is a pain, especially since it also affects the minimap so you can't even use that to navigate. If it were possible to turn it on or off for specific units (or armors?) tat would be a HUGE advantage. You could have your scouts stay dark and the rest of the gals be all glowy, since they are probably 20 tiles away from the enemy.
Alucious' way to play it (dark only on the enemy's turn) is one I use sometimes as well, since it allows you to spot the enemy before they spot you as they advance on their turn. This also helps with reaction fire. Of course, on your turn, as you turn on the lights, they also spot you before you spot them..
The only way I have found is to exploit environmental lighting. If there is enough light from lampposts, fires or flares, you can see the enemy from the full 20 tiles away, which is even better. You can use lampposts in urban terrain by staying in the shadows they cast, while the enemy won't be so cautious and will happily stand under the light (the AI isn't clever enough to exploit light). Urban terrain in terrors against low-tech enemies (spartans especially) is the easiest to exploit.
In other terrains, as legionof1 said, use electroflares, but use them scarcely instead of blanketing the battlefield like in the original (in the original, aliens see 20 tiles in the light and dark both, so it doesn't matter if you glow or not). Throw the flares as far as possible, to hopefully light up the enemy while you stay in the dark. Just before your scouts reach the lit up area and have to cross them, throw another layer of flares beyond so they will see enemies on the other sides (nothing worse than the 13 tiles advantage of standing in the light while your enemy is in the dark). Then the first move your scout makes should be to get to the initial flares and pick them up so they stop emitting light, thus hiding them back into darkness.
Even dogs and parrots can pick up flares and with their great TUs and expendable status, they are great at being the first to dart into the light to pick them up. Then once it's dark, you can send the scout gals and the pets can give back the flares for later use. You can also drop flares with your support gals, to light up the areas that are now safe and make it easier to move your snipers around.