Aha, yes, the typos, sometimes the urge to correct them is too big
1. Thanks for the compliment !

2. Side effects is what I fear, I did had to use some thing I didnt understand fully, and while coding I was never really sure where was the line between server and client ...
3. Ill be waiting for instructions on what/if a part is to be kept, to clean it up and give the patch.
IME, here's my personnal tought of that experimentation so far :
- I like having my soldiers efficiently covers each other. Altough AI cant set AimAt points, they are also more efficient with reaction fire. I end up paying far more attention to covering, line of sight, and planning strategic moves, and I like it. But it might not please other players.:
- Soldiers sometimes fainting when hit hard : kinda like it - the "pheww, he's not dead" feeling. A chance to keep your precious ones.
- Critical : Im not sure. On one side, I dont think it changes anything on the combat, on the other side, it adds little unexpected things, that can slightly reduce monotony (especially the weapon loss and other special effects - plus I like the idea that once you buy/produce a weapon, its not 'immortal' anymore). Could be more focused on this 'unexpected' part than 'critical damage' maybe.
- RF on your own turn : some might say disturbing for some, id rather say surprising (once again, a little less monotonous). To me it feels like the soldiers have some initiative of their own, making you feel less 'alone' in the fight.
- bullet-per-bullet burst reaction fire system : I definitely prefer the song "Singing In the Rain" to "someone suddendly thrown a bucket of water at me".
I hope project game designers will be interested in this, as I have quite a few other tweaks in my mind.