Together with the cool armors and weapons of UFO AI too. I don't know you, but I think the X-COM Apocalypse armors and weapons are really really ugly.
Maybe, though the latter doesn't really affects my point since, like you've pointed out, in hypothetical even if unlikely scenario where UFO:AI would get real-time mode, the weapons and armor would stay the same rather that imported from X-COM: Apocalypse.
My statement is not referring to so-called real time games with a feature-rich pause function. The UFO:AI geoscape mode is a primary example. These are de facto turn based as well.
Thanks for clarification. My point touches upon those games because in the context of OPs post, that's how most of the real-time tactical squad games work - with active pause.
These are de facto turn based as well.
I would have to disagree with that claim as no one takes turns but the player uses the pause whenever to alter commands followed immediately upon unpausing by all sides and units simultaneously. But that's a side matter and slowly going off-topic.
The point I tried to make, to reiterate is that - I believe - real-time battles as done in X-Com: Apocalypse or even Fallout Tactics (a game which would be really great if not whole slew of bugs and pretty railroaded, simplistic story) would work quite well for many players of UFO:AI but at the same time it would be probably a lot of work - and it won't happen without some skilled, ambitious community member coding and sending the devteam a patch allowing such.