Well, for how broad it was, you did a good job touching on the key points I was curious about.
To clarify a little, when I mentioned scale, "their" referred to the positive reinforcement mechanics, rather than the units -- but you answered that, too, with your comments about how the integration of those injury/weakening mechanics into the macro strategy renders them more tolerable.
[I had some similar thoughts on the matter -- the games I was thinking about at the time were those in the vein of X-COM: UFO Defense and Xenonauts, as opposed to the later XCOM games (Enemy Unknown and XCOM 2); tactical turn-based squad cover shooters. There's an option in XCOM:EU called "Red Fog" that implements injury mechanics where they're not in the base game, and I'm reflecting on how that pushes the balance in the direction of expendable grunts versus decked-out action movie heroes.]
To clarify a little, when I mentioned scale, "their" referred to the positive reinforcement mechanics, rather than the units -- but you answered that, too, with your comments about how the integration of those injury/weakening mechanics into the macro strategy renders them more tolerable.
[I had some similar thoughts on the matter -- the games I was thinking about at the time were those in the vein of X-COM: UFO Defense and Xenonauts, as opposed to the later XCOM games (Enemy Unknown and XCOM 2); tactical turn-based squad cover shooters. There's an option in XCOM:EU called "Red Fog" that implements injury mechanics where they're not in the base game, and I'm reflecting on how that pushes the balance in the direction of expendable grunts versus decked-out action movie heroes.]