purchasing ...
Since both research and manufacture are both effected purely by spending money on personnel, facilities and new bases, what you're essentially asking for is not the ability to 'buy' research (because that already exists), but to do so
on the cheap. Not a fan.
If you're
waiting for research due to projects taking time to complete, chances are you're putting too few people on these projects. Late game research is sped up by building every research facility under the sun in multiple bases. If you're using only two bases, you're essentially gimping your progress for... convenience? Simplicity? I don't think the mod should bend over backwards so that 'two-base runs' are viable for anyone but the most hardcore players seeking a challenge.
Basically, this seems like a request for an easier 'difficulty level', and I think it'd be more elegantly solved by making a submod that reduces project times, personnel costs and facility construction times. Maybe allow for more people to be stuffed into one facility. A 1000-scientist workshop, and each of them costs 1K, or something.
Not "I fucked up, can I buy myself out of this?"
The score bit is the only thing you really can't buy, and I for one appreciate that you actually have to get your ducks in a row to succeed and that there are fail states in the strategy layer. Perhaps some of the mission tedium could be short-circuited in certain ways - possibly ask OXCE devs for a Xenonauts-style 'bomb the UFO' for cash and score but no loot. Or more 'intercept this to avoid the mission' bits.
There never seems to be one shoe that fits all here.
Trying to make a game (or mod) that pleases everyone frequently leads to pleasing
no-one.
OTOH, you can safely ignore anything I say. Because I can and will change or circumvent the mod if it gets on my nerves, instead of trying to tough it out.