I would love something like that and it would certainly significantly decrease the amount of save loading when I don't pay attention and get someone killed for no good reason. In my mind, unless you're one of the best players, you should be losing people in any mission with serious opposition unless you have a significant tech advantage armour wise compared to the enemy's weapons. However, at the same time replenishing your losses should be less tedious. One of the things I like about X-Com is that you can and often do lose people. What I don't like, at least in the original and most mods for it is how tedious often is training them. That was one of the features I loved about Enemy Unknown/Within - decent ranked soldiers as mission rewards that made losses and long recovery times in the Long War case much easier to bear even when I othewise had a long and diverse roster.
Frankly now that I think about it, this is actually my biggest gripe with the mod - how many tedious missions there are and even when they're not longer vital money wise you need to do them to train rookies and I'm at the point I really want to skip a lot of them.
As far as research goes, there might be more topics for it from undercover, especially Osiron ones, however I'm not willing to get people killed without decent armour for dubious gain. As far as that particular faction goes, I'll simply wait for the freighter mission to spawn again and hope it will be enough to progress with them. Once I got a lucky spawns with Lotus/Exalt and manage to capture the officers I need to unlock their HQ and hopefully something that's not already obsolete, I would have more things to research. A part of it is luck again - there were a lot of weapons that would have been useful if I got them earlier not only as initial research but requisition to have a reliable source of ammo. In this playthrough due to being stuck unable to capture Exalt/Lotus officers I was able to catch up with research twice and now that I'm basically ignoring the alliens after the two initial landings when I got lucky to get a bunch of captures, I'm close to caught for research.
That said, last time I payed I did get a nice cyberweb mission with two live captures and hopefully some new toys. At the same time I got a mission to strike at a cyborg factory I'll be doing next time I play and there should be some nice goodies in there.
I've seen at least one more person complain about the rate at which missions spawn, however in his case I think it was Dagon or Lotus that were mostly dry. In mine it's Exalt I'm not seeing much off and until recently I had to skip a lot of their missions I actually got due to spawning in a death trap. I had similar experienced with the Lotus ones - more missions, however unless the map is quite open the risk of ninjas sneaking to my people and murdering a couple before I knew they were there was too great. Now that I have large transports and can afford to bring dogs/scout drones/tanks without compromising the firepower of my away team, I could enjoy a lot more tactical flexibility and go for officer captures without too great I risk I recon.
Another note on research - splitting my scientists so each base was working on two or three projects at the same time feels like things wen't much faster than when I concentrated everyone on a single project. If I've been doing that from the start I might have been able to handle even more relevant research with just the two bases I had operational until recently, though that is just a gut feeling and I might be mistaken.
On another note about research - now that I'm actually familiar with what does what in the early game, even more research topics won't be too big an issue because I would remember the most important items to focus on and what I could delay depending on the circumstances and available resources. If I was willing to start this mod from the start, which I'm simply not. Once again, too many missions that are not fun yet practically mandatory to actually train my people.
I hope that Solaris will be able to do something about this in later versions of the mod. Just my feelings on the matter.