Hey
I'm also new to this game, and therefore had the chance to collect first impressions from an "outside" point of view before coming here. While I'm no programmer I have a history of mapping and modding of games, including some work with the Ufo2000 team, so I can and do appreciate how much work you have put into this great project.
I've played 2.2.1 and a had a look at the latest Dev build. Generally, it is a solid game, especially the stable release, and there are not many features one would miss if one didn't know X-Com. Only a few things struck me as "unfinished", most of which have been covered by Suliman. Still, a few comments on what I noticed in that regard:
OPTIONS MENU
The first place I usually go. The menu is functional, though one does note the missing keybinds. The graphics options, however, could use some tooltips explaining what things like "Texture compression" do.
What is more, it would be nice not to have to restart when changing the brightness/contrast - or simply not needing to do so. On my system, all battlescape/3D graphics in the dev version were way too bright at standard settings, creating a graphical mismatch in the staff/plane menus and an ugly, completely bright battlefield.
STORY TEXT
The scrolling intro is well written, but could use some black borders. Especially across a widescreen, the formatting looks painful.
A background would also be nice, if not several (i.e. making it a slide show).
GEOSCAPE UI
The new globe options like radar and countries are great. What I do not understand is why the intuitive "message list by mouse-over" was removed. And in a detail, if the menu takes up the right side of the screen, it would be nice to place the globe a bit to the left.
BASE BUILDING
The new floating build window prevents the base view from being compressed in build mode, but in turn gets in the way of viewing it in the first place. I had to keep moving it around and wished it could be minimized, which didn't feel like an improvement.
Imo displaying the costs of a room at the bottom right would suffice, not necessarily showing a graphic. Or displaying the (interlaced?) graphic when choosing a location, instead of just a frame.
EMPLOYEES
What Suliman said. From a game designer's point of view, there is no point in making players choose individual scientists or workers if that decision does not lead to distinguishable consequences. In that regard, it is tedious business that goes against the principle of "KISS". So it's good to hear it is being adressed.
One possible solution that doesn't obsolete the existing models would be to put two or three of them on a screen (e.g. "Scientists") that lets you adjust their numbers and provides an overview.
The thing is, this also applies to the newly introduced pilots. Unless you are planning on giving them improving stats, or make their possible shortage a game element, I see no reason why they shouldn't just ship with their craft.
Even there were stats, those could still be tied to the craft itself, because it is unlikely that an experienced Stiletto pilot will be better at flying a transport.
Sadly, those are things I can not help to improve myself due to lack of programming skills.
On the other hand, I'm certain that I will find some things on the todo list that fit my skills, so I can contribute to this nice game when I find the time. Because I sure would like to.
Regards
Vio