1) I Have seen both Caesans and Sebillians using upper floors. In the vanilla game Harridans of course use roofs, I suppose that hasn't changed.
2)@Rifles: Sorry, didn't notice that you already mentioned reliability, and I totally agree with you about it not mattering that much in the games setting. It can be a good mechanism like in Jagged Alliance 2, but there you DO trek through forests and swamps between battles.
2.1) But your comment reminded me of something else: You fly in, usually after shooting down the UFO with your own air force. Shouldn't you have the hole map revealed from the start? Just the static map. After all you did fly over it at least once with your dropship, and most likely your fighters recorded the crash.
Maybe even the eggs out in the open*, since they cant move between the flyby and disembarking?
3) @Tooltip: Too bad, but I understand it.
Would it be much work to build a kind of shooting range to test weapons out in a safe environment as a workaround for missing stats?
Maybe a permanently available mission generated close to your first base you can send your troops to to test new toys, get a feel for them?
Not giving any reward, possibly even costing money for repairs when you just had to test out that new rocket launchers impact on buildings ...
4) Air combat: I usually auto resolve when at 100 percent and manually fly else. Since autoreslove doesn't know partially success.
I like the Su-T10, but the Apollo... I haven't found much use for it yet. It obviously is great for recon missions, extending radar coverage. But it is hardly able to actually engage the enemy, and reinforcements are slow to come in with Condors and Cheburashkas. Foxtrotts would get there in a more timely manner, but by the time I got those ( just about now in my current game) I already got a 3rd base up, giving me rather decent coverage without Apollos. I will keep two for finding troublesome UFOs outside base radar range from time to time, but definetley no more.
Long story short: Apollos are a great idea, they make great sense lorewise, but they fill a very small niche and with all the workshops to keep me financially afloat I prefer to use precious hangar space for more combat worthy craft.
The actual battles are fun to play, and more diverse then the vanilla ones, especially with mixed craft squads. I would like to be able to switch missiles on my crafts though. I am aware, that this complicates balancing, but I would love to experiment with loadouts and adjusting them to the target.
Making the cannons fixed makes sense, they are an integral part of the crafts design. But missiles can be chosen according to the missions needs on real aircraft.
* Those under roofs would of course still be waiting for careless soldiers to run though a door.