So I did some more edit work to try and put together "Long War Lite"
Mostly right now the changes are pretty basic. The main thing I did today was go through the "Aliums get this depending on research" list and plummet the HP bonuses, in many cases to 0.
Leaving errything else here alone for now, with the exception of mobility bonuses on Chrysallids and Zombies, which I plummeted because fuckers are plenty mobile out of the gate and Zombies SHOULDN'T be that mobile, respectively.
Trying to preserve the general LW feel without everything being a fucking HP wall is the first step basically. For one thing, I solemnly vow not to touch the perks the aliums amass, those are pretty cool and make the game more interesting.
Also leaving the endgame massive enemies alone, Bosses are a decent thing.
Other change was a little restructuring of the perk trees of a few classes. These are fairly experimental and once I feel the edits are in a playable state I'll ask for popular opinions on them, but right now its just a few switches I liked the look of.
Gunner Tree
Switched Shredder Ammo and Executioner, now Bullet Wizards can be heat gunners too! This is probably overpowered and mostly I just wanted to see it.
Engineer Tree
Switched Tandem Warheads and Extra Conditioning because TW should be usable with Bombard or Rocket, depending on taste. This one I'll probably fool around with a proper positioning so it can get Deep Pockets as well and generally be the grenadier we all want them to be.
Assault Tree
Switched Rapid Fire with Resilience because I want to be able to combine RF with CloseAndPersonal again dammit!
Infantry Tree
Switched Sentinel and Vital Point Targeting because I want VPT with Rapid Fire. This loses out one possible shot per turn from having Sentinel and Rapid Fire, but four shots a turn was a bit ridiculous and VPT makes up for it a bit by adding extra damage.
These are admittedly all just playing to my taste in builds, but thoughts would be appreciated.