Yeah, he was basically describing how I played there, so I'm 100% on board (Where before I was only 90%) the no time units train.
I usually had a decent idea of what people could do, and I'm pretty good about setting up actual tactics using my soldiers. But I can see where he's coming from. Hopefully the new game is as fun to play as they make it out.
He cinched it when he pointed out the classic X-COM moment when you have some guy stuck in a bad position, one TU short for ducking or moving, or burns it turning to face a target and can't shoot, and so forth. It's a venerable dynamic sure, but I won't miss it.
I interpreted it as a new emphasis on multi-turn planing. In the original, the best defense is a good offense so your goal would be to coordinate a one turn action that would neutralize all hostiles, and failing to do so would leave you vulnerable. Surprising an enemy and taking them down in a single turn always made me feel like I was running a badass SWAT team, but the TU system does become difficult for spans of time beyond a single action phase. Firaxis' system seems to emphasize plans that occur over multiple turns by new mechanics that allow a unit to survive an enemy action phase (with things like bunker down), and the TU system was replaced with the move/act system because it fits these shorter turns better and is more suited to long-term plans.
They actually mentioned something along the lines of wanting more of an exchange between the sides? Like that because of the stupid class abilities, with enough people, you could overpower the visible enemy forces in one turn?... Or something? But basically it sounded like they lowered squad size because of the class abilities and kept insisting that the classes add depth and tactics.
The reason given is that having too many soldiers would often lead to a ridiculous amount of micromanagement. He's right that a lot of players would just leave units in the avenger towards the end. I still think 6-8-10 is the optimum for the original X-COM, but I could see 4-6-8 working in the new game. What troubles me is that he brought up the problem of the effects of lethality that were discussed earlier in the thread but didn't seem to suggest a solution. They're probably still sorting out what the endgame number should be, and I'm hoping that the number is raised to six by the time the missions escalate above flying saucers in cornfields.
The class system still seems like a load of bollocks, especially the notion that units need a support tree perk to throw smoke grenades. The versatility of the original units meant that you were always given a choice of actions (i.e. do you use a smoke grenade or make a run for it?), whereas while the new system might not be as bad as using a Final Fantasy class system it still seems like it would severely limit the choices that the player makes in the battlescape.
That said, it still looks pretty good right now.