Well, considering that - to get access to sources and be actually able to edit anything - you need to:
...I suppose that that term "CE team" wasn't so worth nitpicking about it - you aren't joining "vacuum" or "thin air", release aren't announced and put online by ghosts, either. So, whenever we call them "guys-with-access-to-sources'' or, for ease of conversation, "CE team", I'm *perfectly* sure that we both know what we were referring too.
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Anyway, I'll carefully read what is need to be done to apply (and subsequently, get source code access), and if successful, will try contacting Chris about the linux port assistance. Reportedly, running Xenonanuts through recent wine releases causes some problems (crashes) with loading largest alien bases (very frustrating, if you reach that point on max diff. ironman mode ), so it would be worth fixing situation once and for all, by using native binaries.
In the meantime, I humbly suggest "Them" (starts to sounds Lovecraft'ian much?) to update installation instructions for CE - there is section for windows/steam and section for "other" users (presumably applying to Linux users as well), which just instruct to run binary from assets/mods at the end. Obviously, it apply to windows only - furthermore, there *is* Xenonauts.sh file there, trying to be a wrapper around running thing through WINE. Sadly, the emthod used there is hardly valid for nowadays methods of using WINE in separate "bottles", and most of the time results in either total failure, or running Xenonauts with completely different version of wine that they're using everyday (usually, some ancient version pulled in by system dependencies, instead of "bottled" environment, let alone things like wine staging.)
Cheers,
/Cat Lady