Important thing to note for people with baseless speculation about difficulty:
Soldiers still die permanently, fog of war and line of sight are hugely important in combat, and you absolutely can lose the game if you screw up too badly
This is a fairly standard video game feature, or at least it used to be.
I think that gamers have good reason for skepticism and cynicism. Game Informer (and most of the gaming press) is known to be a poorly disguised extension of the gaming industry's PR wing. They rarely say anything unflattering, so finding the truth generally involves reading between the lines. If the four soldiers were just for a short tutorial mission before moving on to more standard numbers, there's no doubt that the article would have stated this explicitly.
I have yet to see a satisfactory justification for using a class system in X-COM. Both of the perks mentioned (being able to use squadmates as spotters and being able to shoot after moving) were all things that you could do right from the start in the original game. While I enjoyed Final Fantasy Tactics, I think it showed some of the major weaknesses of a class-based SRPG. Overspecialization leads to the illusion of choice; the only strategy is for your melee fighters rush in and attack while your mages spam their most powerful spells and it ends up being a contest of who has the bigger numbers and better rolls. X-COM was quite different. As specialization was mostly gear based and soldiers could fill multiple roles with a single weapon type, you were forced to choose the best option to maximize their potential. I am worried that combat will be reduced to "I have my sniper snipe, my rocket launcher guy fire rockets, my gunner lay down surpressive fire, and my pointman advance, thus I win".
So far the biggest red flags for me are the four man starting squad and the class system. I think that there are some good things going on. The art style is dead-on; I always thought that it had as much in common with 80's toy commercial cartoons as it did with 90's comics. Some of the cuts are justified: the base system can work so long as they moved storage, research, and manufacturing to the main base while keeping hangars and detection regional, and while I would rather see the ammo system expanded on rather than removed, it didn't add much to the original beyond tedium (except in the case of rockets and grenades, which I expect are still limited). Surpressive fire and regional bonuses could be interesting mechanics, although on their own insufficient to make up for the cut content.