Having played a bit with the little Android based Xcom alike Xenowar (http://xenowar.net) and it strikes me that their implementation of the AP reserve user interface is a fair bit more elegant than the current one in Xenonauts.
You can see how it works in the first screenshot on this page: http://xenowar.net/screenshots.html
Essentially it draws a coloured grid around the selected soldier, the colour of each tile representing the the units ability to fire / remaining AP when it reaches that tile i.e. green = auto shot, orange = snap shot and red = none.
This approach totally eliminates the fiddly AP reserve settings and immediately shows the player if they can reach a certain tile without them having to click around looking for a that sweet spot. Adopting this system could significantly improve the flow of this basic game system.
I made a quick mockup of how this could look in Xenonauts below, with X representing the current soldier location and Y representing the clicked on movement target:
I'm interested to hear peoples thoughts - I suspect this system may not be original to Xenowar, but can't remember seeing it elsewhere.
As an aside; are there any plans to implement multi-turn moves? I have a feeling these might not be in because of complications under the hood with destructible terrain and such, but it would be very useful when you have that one chap on the other side of the map from everybody else and just want him to run back with bothering you every turn.