@Wizgrot: Personally, I'd rather run solely harvest missions this turn for several reasons:
1. We're already struggling to fill craft and are about to design a new, more expensive unit - given that several missions are likely to be intercepted I'd rather be certain we get at least a couple of UP tokens to spend on it. The sooner we get these tokens the more use we can get out of them.
2. The more missions we take sectoids on the more likely we are to locate the signal (if only by guaranteeing at least one will return). This is high priority in my opinion.
3. Unintercepted harvests generate panic, so we should be able to get another couple of countries to start panicking this way - something for X-Com to worry about, at least, and giving us more options if we decide to pile the pressure on.
As a side note, your plan spends 3 EP, so you'll need to ditch the drones or a Meld canister.
Reposting those old turn links got me wondering about what X-Com have been up to. So here's a quick attempt to look over what we can guess about their designs:
Start:
Interceptor (1VP), Skyranger (1VP), conventional weapons (probably free),
Turn 1: Recon drone (probably design, possibly starting equipment or revision); unknown revision / design.
Deployed: 2 Ravens, 1 Skyranger, 1 squad troops w/ recon droid. (3 VP)
Turn 2: Unknown design, unknown revision.
- Possibly troop types or training. Maybe recon droid stealth considering we never see them after turn 1.
Deployed: 2 Ravens, 2 Skyrangers. 2 squads troops. (4 VP)
Turn 3: Railguns (?? EP), unknown revision.
Deployed: 3 Ravens, 1 Skyranger. 1 squad troops w/ Railguns. (4VP)
Turn 4: Air-support mission profile, Railgun air weapon for Skyrangers and Ravens.
Deployed: 2 Ravens, 3 Skyrangers, 3 squads troops w/ railguns. (5 VP)
Note: UP / EP costs almost impossible to calculate. They may also have gotten a 'free' design, like our new mission profile after turn 2.
Conclusion: This was a fairly useless exercise.