Features I'd like?
More maps and a map editor. Maybe even with maps being made up of pre-made blocks (ala, old xcom) so that there's some variation on even "samey" maps and mission types. This goes double for the multiplayer experience. Half the tenseness in Xcom comes from not knowing everything in a given level (until you've scouted it). With completely pre-made maps, many multiplayer battles come down to set-piece opening moves and hoping like hell the pseudo-rng likes you. With variation comes a stronger emphasis on safety, redundancy and flexible tactics.
More weapons and options, for soldiers and attack craft.
Multiple bases, even if they were just interceptor bases. It gives a more strategic feel to it being a world-wide war. Preferably full bases though.
More death in general, which means more aliens and more soldier deaths. You and your bowling team probably aren't going to save the earth alone. Perhaps even just reports of casualties around the world with actual ingame effects, not just budget or nation flipping. NewXcom feels to oldXcom what Dawn of War 2 did to DoW1. It just lost a lot of the scale, scope and feel, but neither game was actually that "big" in its numbers. Both were good games though.
A good modding back-end. A moddable game tends to be a buyable game. You know that you'll be getting more than your money's worth from it eventually, and can even get creative yourself. As long as the basic product is good, fun and not left to modders to fix up (they're additions to a good game, not free coding to fix a bad one).
Unfortunately I can't see us getting all these things, especially with Xcom2 potentially being city based. Fortunately openXcom has them all, and in buckets with the Final mod-pack. And it has attack dogs. Potentially attack dogs with grenades of all sorts. That can open doors and savage aliens. So for now it wins.
Until they can do better than that, no hype from me
@Lightningfalcon. Of course they got a laser pistol. You'd research that before motion detectors so you could get your rifles, and they were semi-profitable. I'd always chuck two spares on the skyranger and leave another 10 or so at base. Why? Because I'd often forget to leave any actual weapons at base other than some grenades and those pistols. Fortunately, they were sometimes all you'd need. Those pistols were the real heart and soul of Xcom, passed down from one grunt generation to the next as honored heirlooms, celebrating their horrible role in life.
Also, you can pre-prime grenades in openXcom now. DO NOT do that on a scout. They will inconveniently explode the moment they walk out the door and get shot. Handy with smoke, lethal with everything else. Anyway, back on topic, I suppose......