Diversifying research is fine but something like 4-5 projects at a time with 3-4 brainers each keeps long projects from taking forever while still completing small projects at a decent clip. 1 each will net lots of small projects but leaves the long projects often important for advancement through the major stages languishing for months. The campaign in question being crippled from the air game is case in point. He is running more brainers then i have ever run and somehow manged to unintentionally cripple himself.
I ran out of research at one point and dropped down to 6 brainers. I then managed to find various new tech, and I suspect some of them were gateway tech that I was missing that unlocks new levels of tech. Eventually I was getting more projects available than I had brainers, after about 1 year so I got the other 12 back. I think what's happened is I've unlocked about 5 research branches that all needed 1 more tech each to unlock, so suddenly I'm being flooded with tech. I'm being held back by tech, but there's no pressure from the AI so, like playing Mount and Blade I feel I can take my time to prepare for the next phase of the game. I don't have all of my production facilities or my training facility yet, I haven't found any power armour parts for better armour either, so I don't feel desperate to finish off this tech yet.
Medical supplies do indeed make bank but without a refinery your cutting profits unnecessarily.
I also need a refinery to manufacture certain equipment so I will definetly get one in each of my bases. I've got hyperwave decoder researching so when it's finished I'll build one in each base, and when they finish construction I'll delete the overcharged radars and build a refinery in that slot for each base. Is making chemicals better use of runt hours than purchasing the chemicals and making more med supplies?
But she doesn't really even have heavy hitters just decently armored riflemen ie heavy infantry. Effectively the only tactic she has allowed herself is trading hp. While that works against lower quality opponents, shes asking for a squad wipe against stronger foes. Even with a small squad, devoting a gal to a scout or heavy weapon broadens what he can handle. Also her pure defender armor choice mandates high quality gals that she can't readily supply or replace.
Right now I'm still raiding v small and small craft. The only thing that can hurt me reliably is armour piercing shotgun, and a full clip of 6 shots has never successfully downed one of my girls with face shots. They do sometimes take wounds from peripheral shots from other weapons, but I've discovered the AI targets the closest soldier so I split my team and head in all directions to ensure no one gets shot in the back. Even on the odd occasion they do they rarely suffer greatly.
They can also be harmed my melee. Now when I do blood rituals I check if there are many werewolves near the craft. If there are I try to kill them and if some are still alive at the end of my turn I just evac, not worth the heartache. I stopped using mortars because they occasionally blow up in my face, and I only needed them to deal with carapace armour and progroms. I've discovered laser rifles and frag grenade work just as well, especially since I can get 100% accuracy with these rifles at >30 tiles, they have an autofire that can be effective at point blank, they have a decent clip size, they don't weight too terribly much (80 str girls can then carry 4 grenades each), and every other weapon available to me has some kind of drawback. Heavy shotguns suffer at very long range fights and cant effectively hurt armoured enemies, heavy slugthrowers are heavy as hell, low in ammo, not as accurate and this also means I cant carry as many grenades, mortars are rarely fatal against tough enemies like carapace unless it's a direct hit, they backfire, they hit the trees, cant fire into buildings unless I break the roof, require the soldier to be out in the open (cyberdisk loves that), kick up a cloud of smoke for enemies to hide in, can only be fired every other turn
For progroms I've found that dashing (ctrl + click) out of the pachy, taking an aimed shot and then dashing back inside allows the full team to fire without being shot at on the enemy turn. That means I have timed to get flares out, I wont be hit with grenades or rockets from offscreen, I wont be instagibbed by plasma/gauss fire, I only need to worry about reaction fire. Camo, smoke and darkness are just too unreliable, even for factions who cant see through it, they often have at least one who can see through it. That humanist rocketeer might not be able to see through smoke but if his buddy can then I can just eat wound recovery time. Armour will definetly save me even if I'm spotted and hit with something less than a plasma shot or powerful melee creature, and I can always counts on my laser rifle shots to hit at 80 aim or higher. I see there are weapons with better aim damage scaling that will probably be better for the super elites I end up with that have 100+ aim, but I just cant see a weapon worth using over eurosyndicate las rifle when I consider that it's versatile and useful in nearly every situation, accurate as hell, hits fairly hard and most of the tough enemies I face have no laser resistance, plus it lets me have a ton of grenades for when I want to avoid reaction fire and pile a lot of damage on one target
When I get a new recruit I buy about 10 hands, then check which ones have >60 reactions and decent in TU/Str then ditch the rest. That way it won't take me very long to train up their TU/Str to max and energy tends to raise fast anyway. After that if they have low aim/melee I let the dojo handle it, and the new training facility will let me get my idle elites up to high combat levels quickly. Because all my soldiers end up with 80-100 reactions they almost never take reaction fire from the current enemies, and if they keep surviving their reactions will get even better. It's one of the things that makes my pachyderm camping on progroms/mediums so effective, it would suck if a rocket or tank shell was shot right into the pachy (as has happened before), but by making use of dash to preserve TU and rotating the soldier in the pachy we can all take an aimed shot without taking retal fire and all be back inside the pachy when the turn ends. It feels cheesy, but so does getting hit through smoke and darkness by rockets from offscreen so I take what works XD
I'll probably have to change up my tactics when I'm up against stronger enemies, but I hope that by then I have some camo that also has decent defense so my soldiers dont die instantly to the first enemy that can see them through it