X-Com 1 and 2 (new versions) are great games, even if they moved away from the large squad slaughter that was Enemy Unknown, terror from the deep and partially Apocalypse. I personally really enjoyed looking at black sections of the map and thinking "that will cost 3 rookies to explore"
Everyone is aware of the "95% to hit meme" around X-Com, and if you've played Phoenix Point, the difference is especially jarring. If you haven't, aiming in that game is purely a probability cone, so standing point blank next to an alien means something. In X-Com it doesn't mean diddly squat.
I finally figured out what the problem with X-Com is, and why it's always uniquely frustrating. With it's pod based mechanics, fake stealth and drip fed enemies. What you are seeing on screen has no relevance and only serves as a distraction. Being right next to an Alien and missing is irrelevant because where the character and alien are on screen do not correlate with the game.
X-Com is, for all intents and purposes a very fun card battle game. If it were a Dos prompt game, with exactly 0 visuals, nothing would be lost.
Try it next time you play, completely ignore the visuals and imagine your character as a card drawing a dice based attack against another card.
The region perk for a bonus ally was a complete waste of a perk slot, and even if you had no others the actual performance would be so bad you were asking for shit to go wrong.
Baseline stats, so they would fail to hit anything. Baseline gear, so even if you were rocking T3 guns and gear you'd find yourself with maybe a T2 groupie that was never going to do much vs all the armour and hp late game brought with it. Even just the shitty grenades they had were pointless as frags had shit shredding, shit damage, and shit aoe.
I'd take any other perk over those if I could, even the ones for stupid shit like sending lightly injured soldiers into combat, which I'd never do in the first place!
At the very least, they were good at sussing out Faceless before they popped during a very bad time.