Intelligence only matters for direct fire weapons and actively hunting down that soldier, psi attacks and blaster bombs only require that soldier to be seen and still in the 'memory' of an alien, not necessarily the one with psionic ability. You would need to limit the alien psi 'weapon' to LoS only if you want this behavior.
My tests say otherwise. While I can't be completely certain (because the aliens sometimes choose not to use psi attacks when they can), I have ran several tests by getting some soldiers seen and then moving them to a place where they can't be seen. The intelligence attribute of the psi users is what determines how many turns they can track the soldier. I used Sectoids to check this. The site contains at least one engineer which has an intelligence of 6, and all of the soldiers have an intelligence of 3. The single leader has an intelligence of 0. I saved the game after getting several soldiers seen and running them back into the transport. The leader will almost consistently use a psi attack on the next turn, but only once any turn after--which might have been due to a vision/occlusion bug. I tried about ten times just in this test alone. The intelligence attribute of the psi-users has a clear effect on how long they can track my soldiers.
Furthermore, using line-of-sight psionics will not give the results I desire. I want units to be able to use psionic attacks on other units they can't see. I simply want to enforce that the aliens must see your unit on the same turn as they use the psi attack, exactly in the way X-Com is limited.
In summary, what is happening:
Intelligence 0 = 1 turn "memory"
Intelligence 1 = 2 turn "memory"
Intelligence 2 = 3 turn "memory"
What should be happening:
Intelligence 0 = 0 turn "memory"
Intelligence 1 = 1 turn "memory"
Intelligence 2 = 2 turn "memory"