In back of my head I was thinking about adding octatrees or similar structure to speed up OXCE trajectory calculations. What exactly performance you get in your editor? How many pixels you can render before you see slowdowns?
I got orders of magnitude increase from the brute force grid tracing with 0.5 step. Yet it applies only to larger models (128x128x128, etc), since octree by itself incurs housekeeping. Operations like boolean ones also get speedup, but again for large scale models. Booleans obviously include explosion radius and other selection stuff. I doubt simpler game engine like XCOM will win anything. I suggest you not bothering with it, unless you want to practice your octrees skills or developing the next AAA XCOM, where bullets fly through the truly continuous space and everything must be just perfect, but AAA games likely already have octrees as part of collision system in the physics engine. Voxels are nice when you have say a wall with weak parts, which will get destroyed by bullets or small explosions, or say when you want to model actual vital organs in aliens, like that huge alien having two hearts and two brains, each of which must be hit to kill it.
Voxels as a technology is nearly useless, since it is the hardest way to render graphics, even point clouds are easier, and there are actual full featured game engines working with point clouds (google Euclideon), but voxels are still a thing of the future, despite the real-time raytracing is long the practice now. For one thing: to mocap animate a model, you need to stretch it, and you cant stretch voxels easily, especially not the octree - you have to stretch the space itself. That is tensor algebra - the subject they don't teach you at school, or even a college, unless you are physics major or doing material science. I.e. there are 2d animation editors (like DragonBones) mapping raster images to bones, but these just deform the triangle grid making body parts. With voxels one will have to at least deform the boxes. That means ray entering the box at different angle will travel at different speed, based of the tensors deforming the voxel box.