On the other hand being forced to advance TOO slowly gets boring. Some thoughts on this one:
1) I prefer to make cover more relevant. You can progress much faster (on some maps) by moving from cover to cover leaving just enough TUs to reaction fire. This certainly is a very sound strategy in theory, but right now cover seems to do little to save you, and reaction fire for humans seems far less effective than aliens. So yes right now you are forced to do much more hiding and that is much slower and more boring.
2) I think it is good to apply some time pressure. DO NOT implement turn limits. But maybe a higher incentive to save civilians. Right now I am not clear if this has any impact... maybe only a minimal one, but when I first started playing I did alot more charging across the field to save them and that made for a very interesting game. As a second point to this one, it would be nice if you could take over a civilian you meet, or somehow order them to a certain area you have already cleared out (only would work if they are not actively panicked). Civilian rescue could add a lot of depth to missions where they are present and add variety of strategy overall.
3) Not sure what people think of this one. But if aliens in the ship never leave (which seems to be the case) then a message showing that the outer map is cleared would be nice. Immersion breaking? maybe a little... but it would eliminate a lot of slow & boring map exploring when there is nothing left out there.