Terror missions would be nice but I'm not sure now's the time. I'd rather get a more versatile frontliner (probably the lesser muton - it should be easier as we've tried it before) before a terror unit, and personally think we'd be better served directly attacking locations like X-Com's and EXALT's bases - we could probably revise a terror mission from that later. I'd hoped we might be able to roll the recon and assault phases into one mission, probably over two turns - it'd be harder but save a valuable design slot.
Outposts - both Earth-based and asteroid belt - will probably require a good amount of effort to get to a useful state, with other dependencies like transport craft (which we could probably revise from our medium scout). Regarding Nuke's proposal specifically, I personally think it would take a lot of effort to get all of the functions requested (research, intel, mission assistance) both designing any major add-ons (e.g. ground-to-air batteries), and then repeated missions to build it up. I imagine a system a bit like the current infiltration one, with a single 'expand outpost' mission that would increase outpost level in a country. That way the outpost would start out basic and gradually gain more utility as we put more resources into it.
EDIT - Regarding this turn's mission, I personally think of the Talon as an incentive to split up - at a probable 2 VP (though possibly with tokens invested) it's not cost effective to send against a lone small scout. That lone scout would, with the DPW, have decent chances against the Raven (they've probably sidelined improving it in favour of the Talon) and, with two units and a set of rifles, probably win against a single Skyranger of troops on the ground - and as evidenced by Australia, we might not even need to win the ground combat for a Recruit mission to succeed. In any case, Elder's Scorn should reduce the impact of any we lose.