Geever,
One thing I do agree with (conceptually) is the inconsistency in the vision - on one hand the entire world is ENTIRELY dependent on a tiny band of irreplacable mutant hardnuts in Phalanx to defend it, nobody else can do anything; on the other hand Phalanx is only ever one month of bad missions away from losing the confidence of the nations. I can understand politicians saying "you're never getting another dime off us" but what about the half billion or so people in each nation who think of Phalanx as the only thing standing between them and the alien menace?
I have thought of a compromise which resolves that logical inconsistency without affecting gameplay... "venture capitalism". You ever seen that Nicholas Cage film where he's an arms dealer and his downed jet is stripped down to the wheels by enterprising nomads? Imagine that's how UFOs "go" if you don't intercept them...
If you shoot down a UFO and don't intercept it, let's assume (purely from a plot perspective) that a very small contingent of Ferengi-like capitalists in each nation aren't going to pass up the opportunity to make a fast buck even if they don't know one end of a gun from the other. They would hear about the crashed UFO, slowly make their way to the crash site, secure the perimeter, starve the aliens out, then steal the craft. Strip out the tech and pack the UFO out with C4, kaboom! Even the alien materials would be easy to move.
3-6 months later the small arms (weapons, ammo) and Alien Materials that you've researched, from each crashed ship not recovered, start appearing in the world market but at a very inflated price.
I wouldn't advise making anything large accessible in this way, as it'd then amount to a cheap alternative to the workshop - only stuff you can acquire without dismantling a UFO in a controlled manner.