1.: Make a global experience increase for soldiers(you are fighting a war more and more soldiers get involved with aliens. So you could get a lot of soldiers who had survived combat in what you wasn't involved/you can send away your best soldiers to train better soldeirs). Maybe get better soldiers based on nation happiness?
If they think high of you, they should be less stingy with proposing good recruits, yes. As to the first part - it would be neat if missions with saving civilians had greater impact on general relations, but missions helping military would affect a chance to get extra recruits.
4.: Number of bloodspiders should be increased. There are only a few and they aren't pose any threat at all. Make them gang on you and go all out assault on you. Maybe even at the cost of smaller size and less health. But they should use different AI behavior if possible and close up on you. Maybe rise the number of hovernets too by a miniscule amount.
A melee-only unit? Single spiders serve to divert fire from armed aliens, being too nasty to ignore and too small to hit easily. If they'd come in swarms, it would only make them a better target for MG and explosives.
5.: Make advenced weapons worth the price. Snipers can one shot something for 20 TU-s wich is becoming good later. EM rifles on the other hand let me down a bit. Coilguns also have the same TU problems. Why rising TU with damage? They get out sniped by far lighter weapons… Throughwall capability should be explained a bit.
I got to agree: heavy/bulky weapons should have slower Snap shots, that's fine - but an Aimed shot takes time mostly for aiming, thus the difference should be less significant, not more.
Splitting TU costs between phases of a shot (which was asked somewhere here) would be also different.
Sheevars could some kind of really heavy ballistic weapon with so high recoil(railguns do still recoil) a human can't handle even with the integrated recoil dumpening what make a sheevar be able to use it. But this could lead us to improve our own weaponry into using much stronger orinary ballistic weapons wich use alien ideas but human technology in it. Laser rifles are good idea but these things would be stronger than that still weaker than particle beam weapons, or something like this.
Yeah, strength affecting how well a shooter handles recoil would be good. Not necessarily as a hard requirement like in Fallout. E.g. taking a little stun damage with decrease in accuracy for a while if using a weapon that's a little too strong for the actor. With TU split it could also be expressed in draining extra TUs for recovery (after [reaction] fire) phase (i.e. forget about multiple reaction snap shots).
Of course, powered armor should help with this.
Also more squads would make the game more warlike.
Apocalypse -like squad mechanics would help a lot, yeah. Given that usually it's something like "fire team 1" (4) + "fire team 2" (4) or "fire team 1" (3) + "fire team 2" (3) + "roof / long-range team" (2)
9.: Sidearms should be made a little bit stronger TU vise(except plasma pistol and other alien stuff).
Yup, needs better differentiation. Then again, do you use them? I did when trying 2.4 on easy. But as it is in 2.5 and on medium skill, a
strong armored soldier can lug around: medikit, 3 grenades (different or all smokes) and
maybe spare ammo - there's neither place nor weight allowance left for sidearms. Nor much need (except RL and
maybe GL).
10.: Out of base buildings(radar,sam site,ufo silo). These aren't really useful as they numbers are far too low. Maybe rising their number by 1-2/base. Would help a lot with early radar coverage. Wich also would make unlucky early games less happening(sometimes I didn't got any missions in the first month).
And/or even better,
make sponsor states give alerts about UFO - but it's an alert, not tracking (you cannot launch SAM at it, only see where an UFO goes for intercept purpose). Also,
their hardware is not optimized for UFOs, thus best ones are equivalent to a basic radar tower - and it stands where
they already put it, of course.
rising their effectiveness at everything. Maybe with separeta research for mass manufacturing. Like ok you built X number of laser rifles now you have the knowledge to make the crafting process fairly easier, faster and cheaper. It could effect you. But also it could make it so the nations start to pump out laser rifles on large scale. This will also increase their chances of succeeding without your direct actions. Also this could be maybe only an alternate to that phalanx is always ont the front.
They do produce some stuff, just not right away... And right now manufacturing is very sketchy.
Allso, an
experimental workshop and a
factory are very different things indeed. Maybe, somewhere between (after you make N instances of an item) an experimental stage and "available on market" there should be an option to
contract the outside parties (which may depend on their nations' relations, of course) to produce X items for price Y for you - cheaper than in workshop, but only large enough parties?..