Not sure if it's OpenXCom issue or XComFiles one, but since I found it while playing the latter, I'll mention it here:
Since some versions, the morale of my troopers starts to work really weird, depleting on its own for no particular reason. Right now I have mission where I set several troopers in defensive perimeter around a point and just skipping through few turns makes them start berserking or panicking. Nothing happens over those turns. No alien mind attacks, no one's bleeding, poisoned or on fire - in fact there's no fire or smoke anywhere, there's not even an enemy visible (a few that were there earlier got dispatched and are nothing but some corpses far away).
I also noticed an interesting thing that when instead of skipping through those turns, I've sent one unit into a building and then started exchanging blows with some human enemy (for some reason the enemy just started punching the trooper so I decided to do the same to him in Impromptu Ultimate Fisticuffs Tournament) that made other units who shouldn't neither hear nor see the brawl panic sooner or start shooting at each other (as per berserk, not in reaction fire).
I can understand somewhat an absolute newbie being slightly anxious, but even XCom newbie which should be kinda sorta higher quality than fresh bootcamp recruit should hold themselves steady especially when there's nothing particualrly worrying happening and in this mission it's mostly senior agents and captains. Though I am sure the doors and windows of some slum building they were covering were really offending their sense of aesthetics. I am wondering if it has something to do with the new fancy readiness stat balancing, but even at very low readiness, fully trained, full-fledged agents with some medals and succesful missions under their belts, in good health and with equipment in order shouldn't panic at the sight of an empty brick house just standing there.
Also, another thing, less of an issue per se but a matter of balance. Since I've started playing the game I got some other people interested in the mod and noticed that while player metagaming (be it due to experience, repeating missions/savescumming to avoid loses and blaze through the content or looking up techtree view) can mitigate the effect of alien embassies, an average, new to the mod (even if not the original game series) player who wants to play 'fair' and just use common sense in managing research and battles without savescumming etc almost never will get to acquisition of keys before embassies and large UFOs cover the world, likely severely crippling or dooming the game to fail. Hell, even with vague metagame idea of which technologies to follow and missions to do to get the keys, embassies and UFOs starting them, even in countries that should be quite against alien incursion and happy with my organisation efforts pop up rather early and abundantly (to the point of those very large ships literally landing on top of each other in some smaller countries, and on merely Experienced difficulty).
Lastly, not sure if I haven't reported it before but my engineers have no problem with building alien-design laser rifles for some reason, but cannot wrap their heads around building regular, human ones I've picked up from ADVENT troopers. Shouldntt alien designs be off the table but their human-compatible counterparts available for production after researching how that stuff works?