Hey Ed,
after playing for 2 days here is my feedback:
I haven't found any issues! Tactical gameplay now is working perfect. AI skill, balance of weapon power, range and accuracy, generation of landscapes .... everything works flawlessly. As far as I can see, all reported minor bugs have been fixed. So I guess you can go on with new features. How about different mission types that we discussed before (hostage rescue, escort persons etc.)? The mission goal to kill everyone is ok but different mission types could make the game even better.
Some remarks on the tactical gameplay:
I find myself to almost never use nades. Maybe that is because I try to never get close to enemies but to take them out from distance. If other players experience the same thing you could increase the range for nades.
IMHO allied Ben Dabi soldiers seem to be less skilled than enemies. Enemies usually find good cover while Ben Dabi soldiers many times just crouch in the middle of a street.
When enemies find good cover there is one easy way to make them rush: They will stay in cover as long as they see at least one of my soldiers although he is covered and they hardly will hit him. But if put all my soldiers out of enemies' field of view, they will start to leave their cover and try to rush - and become easy targets. So I just have to move my soldiers to the back of a building etc. and wait for the enemy to attack and catch them on interrupts.. I think that this AI behaviour is ok, but it shouldn't be predictable. You could teach the AI to simply stay covered sometimes and wait for my soldiers to leave their shelter.
Procedurally generated landscapes are working great. However you could try an even greater variety of landscapes. How about implementing a tool to edit maps for quick battles?