1) In all of my games at one point or another I become unable to build any installation except bases. Is there some cap to the number of installations allowed?
3 Installation per Base. Or rather a base
with working Command Center... which also requires Generator.
But if you got both Generator and Command Center, you may as well build a Radar (it's better than on towers), it just makes sense... but if there's detection, you may as well add a Hangar for interceptor, with Storage for its ammo and Living Quarters for pilot... but then, you may transfer a few mediocre soldiers with equipment, just to not lose everything in case of a raid.
So, start building with cheap fast Living Quarters that got a shelter and won't cripple any functionality if an alien throws a grenade there.

3) On the map "Luxurious Resort" (IIRC), you start out on a beach with no cover, while aliens are on the roof of the building you're facing. You can't shoot the aliens because they are at the back of the roof, but they will be able to take potshots at you in their turn.
If you see one, you can blow him away with a grenade launcher, on timer if it's too far for a direct hit. Speaking of which, don't forget about cycling with <Shift> to fine tune trajectory when you use splash damage weapons.
And yes, smoke grenades save both soldiers and civilians. Some players apparently simply give them everyone to off hand in equipment roster, to save 1 TU on mission start.
6) This brings me to a suggestion (plz ignore if already proposed before): I usually rename a soldier to indicate his/her role after the name. E.g. I will rename "John Doe" to "John Doe (SN)" if he's a sniper. I sometimes also attach "(WND)" if he's wounded. This is useful as a reminder because in some other screens you can't see what he is,
...
there could be an icon indicating that soldier's presumed role (based on what primary weapon he's carrying, or was carrying on his last mission), and whether and how badly he's wounded (could be e.g. the letters WND in a box that is redder the more wounded the soldiers is).
I have to agree about status. Double so in battlescape - right now, the only way to see who is bleeding is to pop the status window and tab through everyone.
As to the weapons, it's easy, preview models are shown with weapons... then again, equip the wounded with their weapons in backpack and spare medkit in hands?
7) Isn't reaction fire a bit OP? I've had times when a Shevaar comes around a corner and blasts&kills one soldier, then in my turn I try to shoot him with one of my other soldiers but the Shevaar reaction-one-shot-kills him, then I try to shoot him with a third soldier, who ALSO dies in the same way! That can't be right.
Nasty. Then again, reaction fire cuts both way - a shotgun or machinegun in the hands of a soldier with good reaction really rocks.
I mean, realistically, after the first soldier is killed, the two other soldiers would turn around and start shooting at him simultaneously: the fact that it happens one after another in this game is basically only because of how the UI is organized. The Shevaar should be able to perhaps kill one other soldier, but not both (he can't target them both at the same time).
Well, yes, it's almost inevitable in turn based (unlike simultaneous RT+stop of Apocalypse)
Anyway, in the meantime, any tips for how to kill a reaction-fire-enabled Shevaar with a plasma blaster from close range, with only conventional weapons available?
If he got better reaction, you'll need either
- A faster weapon, i.e. knife or pistol, but it may be too weak to kill with one attack, unless the target is already wounded; or stun grenade.
- A sniper hanging out farther - he will be hard to hit at long range or may be even out of blaster's range. A sniper rifle hits hard and even if won't kill, will wound enough that you'll have a good chance to finish the alien with a fast lighter weapon.
- An attack without line of sight. You can use an indirect attack with hand grenade, GL or splash damage from a direct shot at an empty place - the target have nothing to react at. Or throw a smoke grenade or flashbang (it's fast), it still helps soldiers close to the alien.
- If possible at all, attack from behind. Again, no sight - no reaction fire.
it think it can shoot till all reserved TUs are used.
Seems to be the case. Which is why the first round with unlucky spawn can be utter horror - they all got
full TU rather than what's left from walking like normally after ending a turn.