Well, you might call it railroading what I'm advocating, but I think it's a bit harsh to use that term on it.
I already described what I meant with "impossible to miss", too.
I propagate defining a set of mandatory techs in each phase of the game (such as the one during which there are Megascorpion Hunts) and making sure the game only moves on to the next stage when you have researched all those techs. I.e., you don't have Animal Poison yet? The game can't progress to the phase where, I dunno, Reticulans start appearing or whatever.
The stages of Piratez are much harder to decipher than those in X-Com.
There can be tons of tech that you can permanently miss, but it should always be nice to have stuff, nothing that can stop the game from going on.
If "basically every more or less basic tech is required to finish the game", too many techs are mandatory and you should cut back on that ($0.02).
Why must Schood Graduation require Chateau De La Mort? Why must Advanced Chemistry require Heavy Flamer, Durathread Armor, Smoke-Ops gear and the Contact to Crazy Hanna (plus seven other things)? The tech web is full of such overly complicated relationships.
About complicated recipes, I think I was talking about the Kustom Blunderbuss, which requires like 2 Military Shotguns, a CAWS and a Blunderbuss or something like that.
Regarding bows, throwing is COMPLETELY the wrong skill, since archery should be a different (much harder to train) skill altogether.
I do understand why the decision has been made as-is, but if - like I - you're heavily relying on bows for like a year or more of ingame time, transitioning to something with more oomph (which likely will be a firearm) will be harder since your gals aren't trained with firearms. It's doable, though - and you have options like the Dojo and stuff, or just using weapons that cause area destruction or fire rapidly.
There's a seperate thread for that, but it's just astonishing how often you can miss a 125% aimed shot with a sniper gun at medium distance while hitting an altar boy your gal can't see herself in the head across all the friggin' map was (and still is when I unpack the old trusty bows) a routine thing in my game. Unless I misread the visibility thing has been changed in the meantime, but I'd rather have seen firearms being made more accurate or something. I always wonder how the AI units do it. The Sectopod has like 50% firearms skill, but boy does he like to one-shot kill crouched rookies in camouflaged armor a footbal yard away on a roof behind a fence in thick smoke.