It doesn't matter - proper alloy armor with a grappling hook and nothing else, without a token, is a Very Hard/Hard design. That means both the Hunter Armor and HOP-LITE would
at least be Very Hard.
And Madman, that just doesn't make sense with action economy. You have to admit that we're going to really want proper alloy armor at some point. Slapping bits of crashed UFO onto our Kevlar may be a benefit for the time being, but it's awful with action economy. It won't actually help with a proper armor design, which would be an
extreme improvement to our soldiers' survivability. Even if all we did was design proper alloy armor and nothing else. Proper armor is important enough that it should be something done in the near future, and doing a crude-armor revision before it would just waste the revision.
And:
In other words, what other magic qualities does this ridiculous metal have?
You have no idea.
Just side-stepping away from the "takes hefty amounts of research to unlock in XCOM game" idea, alien alloy is still ridiculous. UFOs in XCOM are made from alien alloys, right? And a small scout UFO - the weakest UFO in the entire game - takes numerous repeated hits from bleeding-edge missiles in order to be knocked out of the sky.
Yet this actually does insanely small amounts of damage to the actual hull. The missiles more-or-less scratch the hull, and fluff-wise you're just hoping a missile manages to be lucky enough or wear through the armor just enough to knock out propulsion or detonate a power core. You're not actually
destroying the UFO in any way.
The UFO then plummets to the ground like a rock because, well, it has no wings. It hits the ground, and is still nearly entirely intact. The majority of the crew is still alive and unharmed. The UFO can even be field-repaired to flying condition again within hours. This is the smallest, weakest, UFO in the entire game. After taking numerous hits from extreme-tech A2A missiles. After hitting the ground at terminal velocity. And it's still in one piece. It's dented, but still nearly-completely intact and within the realm of field-repairing with supplies from the UFO itself.
And this is all confirmed in the FG, too. Their ships are still intact, crews still alive, they take tons of missiles before going down, and their ships can be field-repaired to get back into the air.
That's how strong/miraculous alien alloy is. It's extremely light,
extremely strong, and near-indestructible. When you're fighting against it, you're mostly just hoping to get a lucky shot with enough brute force through the alloy (which isn't already miraculously absorbed by the alloy) to hurt something important behind it.
How about this for direct infantry upgrades? We're still using semi-auto long range rifles. Which won't be that great when they outnumber us and two out of three of their units
are meant for close-combat (Drones, Mimics).
Future Revision: XH-3 RailgunThe XH-2 is a solid railgun, but it's still effectively a glorified prototype.
By drawing on our experience with the manufacturing and maintenance of the XH-2 since its deployment as well as our other experience with railguns - the Phoenix gunpod, the Talon's upgraded railguns, and our base defense railguns - we can improve the gun. The XH-3 uses more advanced self-loading systems in order to reload at a rate sufficient for fully automatic fire.
Though of course, the XH-3 is configured for burst-fire. Even with the advanced hybrid technology, it's still not a great idea
yet to have a fully automatic rifle. The recoil would turn the gun itself into a weapon. But regardless, it's enough to make the XH-3 more similar to an assault rifle and less like an upgraded M1 Garand.
TL;DR: We've spent a lot of time with the XH-2 and have done lots of railgun tech since then. Give the XH-2 (now XH-3) automatic-burst-fire capabilities to make it a more effective combat weapon, especially in closer-range and faster-paced combat.
And Happerry, since I kind of stole the spotlight from you, any criticisms of Variant B?