There is a sense of elitism coming your post. Perhaps you didn't mean it that way. Just letting you know that it is quite unpleasant to read.
If you haven't checked the savefile, which I assume you haven't, maybe even due to technical reasons, you can probably tell I'm playing on Insane (Honestman Insane though; don't wanna get screwed over by bugs and shenanigans). It probably means I've beaten vanilla Xenonauts enough times.
I'm open to new strategies. Wouldn't have gotten to Insane difficulty otherwise I'd think. The problem with nerfing what was previously an exploit is that it could potentially (A) open up a different exploit elsewhere, and (B) make certain situations impossible to overcome. Vanilla Xenonauts had thousands of people either consciously or unconsciously testing, and I doubt XCE had as many as that (again, no offense meant to the XCE team at all; just my observation). The Long War mod of XCOM2012 could achieve the balance that it's achieved because hundreds of people from their community pooled their effort together for over 2 whole years. I'm not saying the design decision has no merits (despite what I said in the first post; I was frustrated after ragequitting). I'm saying it is rather unlikely XCE has reached the right balance that eliminates exploits and at the same time opens up for possibilities. It is not easy.
Again, if you were able to see my savefile, you'd know that the doors to the cockpit are open and broken by Androns, making it possible for Harridans to reaction fire at anybody who appears from the teleporter from long range. This plus the fact that using the teleporter cuts a big chunk of a unit's TU down really hampers its Initiative stats, making it almost impossible to not lose 2-4 troops every single turn with everyone else either suppressed or panicking. You tell me how to do it.