If I limited myself to recruits with 50s across the board or even nothing below 40, I'd run out troops too quickly to ever run ground missions.
I tend to value accuracy most highly, followed by TUs followed by strength. Though if I'm recruiting for particular roles that might change.
Strength means more and better grenades, and the ability to wear heavy armor and carry a medkit and plenty of ammo. TUs really only help with movement, but being able to position more effectively is honestly pretty huge.
Accuracy, though. Accuracy is a big one. The best way to deal with aliens is to kill them before they kill you, and accuracy is the best way to pull that off. It's the stat you can effectively never have so much of that you don't desperately want more.
For assaults: I swap out accuracy and reflexes. Accuracy is still great, but point blank shots make it a good bit less important, and if they survive a handful of missions they'll be fine. Reflexes makes that more likely to happen, and also let's them reliably cover doorways to deal with ambushes that might come up while I'm positioning guys. They'll usually do stints training with pistols and shields to help improve this skill.
For snipers: TUs are a good deal less important here, since it's generally "find a good position with LOS behind and preferably above everyone else, and then just sit there". In this position only accuracy and to a lesser extent strength really matter (better armor and grenades so they can help with breaching if it comes to that). I had a Sniper in my last game who got up to 97 accuracy before kicking the bucket, and it was glorious to just be like "Okay, I can reliably kill one enemy per turn".
For my breachers (shield and grenades), it's high health and high TU and high Strength. Accuracy? Pfft. Reactions? These guys *should* be drawing fire. STR means armor and shield and enough grenades, and high TU means they can get in, throw them, and then get out of the way for the gunners to move in and mop up once the enemies are suppressed.
My "great stats across the board" dudes tend to become heavies or rifleman, and my rocketeers are pulled from the guys who aren't worth using for anything else but have enough strength to hold at least a spare rocket or two.
In other newsI finally lost a hold on things in my most recent game. I really thought I was gonna make it all the way. I managed to wipe both my A and B teams in two consecutive missions, though, and my air superiority, which had been doing amazing up until then, finally started faltering against the huge battleship waves. I need to start producing Marauders earlier and produce more than I did, which means more (dangerous) raids against carriers and the like to scoop Alenium and extra cash instead of bombing them for as long as I did. Should have recruited a whole bunch of crap rookies and let them have their trial by fire by going full rocket teams while training up the promising ones in smaller easier raids.
One of the failed missions was an Andron and Harridan terror mission. So I lost India, and everyone was pissed, and I was out of Alenium and I no longer have anyone capable of reliably making battleship raids. God damn.
Welp, 7th times the charm, right?
(Veteran difficulty, I can only imagine how much worse insane is)
How many bases do you guys tend to run, and when do you build them?