Unique Skills for faction recruits
Outside of coming with Faction Armor and weapons faction recruits are just the same as PP recruits, which really lack flavor in my opinion. I suggest creating 4 separate Gerneral Skill Pools for each faction (PP, NJ, Syn, Anu) which they get to choose their "randomized" skills from. This way every faction recruits are going to be unique.
Improving the enemy AI
Here is a list of general AI issues: The AI has the tendency to stand out in the open, regardless of available cover. The AI uses overwatch inefficiently, it tends to aim at arbitrary directions and uses overwatch in the open as well. When fired at from an unknown position with a long range weapon, the AI sometimes wastes a turn using overwatch, Arthrons tend to show this behavior. The AI does not account for the AP cost of firing a weapon or using an ability (i.e. jetpack). Erratic movement (jetpack included) is sometimes prioritized over firing a weapon several times (or using an ability). This is especially noticable with NJ heavies. The AI wastes medkits on barely wounded allies and puts one or more soldiers in the open just to heal one friendly. The AI sometimes ignores certain targets if they're in a specific position (i.e. a few tiles away and crouching next to a fence). The AI forgets about priority targets if they're not visible. A heavily wounded target will not be looked for if another target is nearby. The vehicle AI is extremely inefficient at using its AP, entire turns are spent wandering around even when the vehicle is alerted. This is especially noticable with the Aspida.
Fixing Energy Generator should activate facilities
When you activate a new base you have to fix the Energy Generator, when the it is fixed should activate facilities at the base instantly without user intervention. Because forcing to do it manually you often forget about it, and that has an impact if they are not activated and producing.
Make paralyzed enemies fall down
Simple suggestion, make the paralyzed enemies fall down so that you can visually differentiate them from other enemies.
Re-design Berskerker Armor
Zerker Armor looks like purple pajamas with mountain dew tank to stay hydrated. No wonder Anu mutates them ASAP. Can we please get a visual that doesn't look like cosplay party went wrong.
Make Scylla corpse destructable
Just found out there are a couple of maps (Citadels) where it is possible for the Scylla to block the only exit for your team.
Improve Map Variety
Maps seem to repeat within tilesets (likely due to very similar layouts). Consider adding more tilesets and more varied parcels
Turn some of the non-mission exploration site finds into unique one-off missions
There are a lot of short blurbs about interesting encounters your troops have in exploration sites that don't result in missions. A lot of these would make excellent one-off missions that would break up the monotony of scavenging/ambush/defense missions. Just to give an example, there is an exploration site where your team finds a lake that appears grown over with sickly, flaky skin and has some kind of disgusting pus orifice at the center and some reluctant Synedrion scientists studying it. The player could be given the choice to: a) drop a bomb down the hole (+NJ, -Syn/Anu favor), which would lead to a mission in which you fight over the disgusting lake to drop the bomb, then race out as quickly as possible before the bomb goes off. b) investigate the lake further (+Syn/Anu, -NJ), which would lead to a mission where you escort a Synedrion scientist as you fight over the disgusting lake to collect a sample from the middle. The scientist would then inform you that the lake is loaded with mutagen and weird algae (food) which you could harvest, but doing so will attract more Pandorans and agitate the weird flesh organism that's grown over the lake. You could then stick around with the scientist to harvest mutagen and food for up to so many turns, or nope out of there immediately after collecting the sample. Bonus points, create a new and unique mutation and present the player with an option to chuck one of their soldiers in to incubate over several turns to get that unique mutation. I think there's a few things these kinds of missions should try to do as much as possible: 1) Be different (this one is most important) 2) Offer good rewards 3) Don't be mandatory 4) Bring the world to life and explore the game's setting, even if it doesn't advance any larger plot 5) Try to toss in something unique as often as possible (a unique reward, a unique enemy, a unique environment, a unique mechanic, anything) If anyone can think of other exploration site blurbs that would make great missions, I'd love to hear your ideas. The New Jericho haven under siege from exploding ducks comes to mind as well.
Add ability to carry friendly soldiers
If a soldier loses both his legs, they'll be lost if the mission requires a rally point. Would be nice if you could order one of your other soldiers to carry friendly soldiers to avoid that happening.