Well, I don't think we're doing the game any favors by saying its like X-Com, since its really not. I mean, not every tactical rpg with a grid is like X-Com.
Are Final Fantasy Tactics, Tactics Ogre, Front Mission 3 & 4, or Romance of the Three Kingdoms VII & X like X-Com? Of course not!
I can understand a bit how the characters might be reminiscent of X-Com: They seem expendable, but they're really not. But developing the characters is far more important than in X-Com, I'd wager. And there just isn't time to treat them as expendable. While they might die, those deaths should drive your campaign closer to victory, more than the loss drives you closer to defeat.
Wildermyth is actually quite unique in the level of attachment the player should have towards their characters. You definitely need to develop them, and most times its best to keep them around with injuries rather than "kill them off", if you intend to win. But you also need to know when to "let them go". Its the hardest skill to master, I wager.
Comparison to Final Fantasy Tactics makes a lot of sense to me, although those who have played Tactics Ogre might find that more fitting (I haven't). Its not a very favorable comparison, I'm afraid, but it also isn't a 40+ hour commitment on-the-rails tied to the convoluted story. If you want to win Wildermyth, especially on higher difficulties, you actually have to ignore some opportunities. Timing is key. An extra level is great, but can you afford the loss in time?
The difficulty levels are real. I tried Walking Lunch, and it lives up to its name. I don't think its beatable without Legacy Heroes, and GOOD Legacy Heroes at that. Tragic Hero is beatable, but takes Player Experience.