I'm a big fan of the KISS design principle and elegant solutions. I'm told the change to the % based system is because aliens get too badass in late-game.
Why not address the late-game alien TU issue directly, instead of removing the cool Heavy skill that made certain weapons handle uniquely and required the player to plan out their moves, nerfing the effects of the TU skill across the board and making the game more confusing with variable TU costs so the player usually won't know by heart how many TUs are needed for a certain type of shot?
P.S. Yes, yes I have. Not all 50 million pages, but a fair bit of it.
P.P.S. Hi GlyphGryph! Fancy meeting you here! (Naros here, from CDDA IRC)