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Even without the armor-health bonus only counting once, beta strike makes the game a hell of a lot harder, since it makes your initial concealment/overwatch strike a LOT less effective, and the same applies to Advent pods that wander into your position when half of your strike team is on overwatch. I've been lucky to kill one of three before they get into cover.
Of course, that's kind of the point ... thus the name ... making the alpha strike less effective. But my point is that it isn't just that the option makes missions last longer. It changes the whole pod dynamic. You'll also find yourself locked down, dealing with one pod, when another pod comes strolling up and joins the fun.
Early on, when you only have four people on a mission, sectoids are a ♥♥♥♥♥ and a half, too. When one mind controls one of your soldiers, there's almost no way you're going to kill the damned thing in one turn, with the remaining three soldiers. Get ready for your own grenades to come your way.
And late game, the aliens all have double health, particularly ... holy crap ... sectopods. Aliens don't have an analog to your armor, so they just flat-out get double health. Meanwhile, each of your troops will be short potentially 9 health, since the Warden suit gives you 6 (seemingly not doubled), and the experimental armor underlay (with the upgrade) only gives you 3.
The biggest pain in the ass is the medikit. It doesn't heal double, so in a particularly brutal fight, you'll find yourself running out, when you otherwise would have had plenty left for the end of the mission. It also makes the quick gremlin fix-up less effective, when one of your soldiers takes a crazy single-round beating, which will happen more often, since the aliens will have more units around for longer, given the double health.
Oh, and never play beta-strike without also checking the box for the double mission-timer option. The mission timers are bad enough at higher diffulties, even without the firefights taking at least twice as long.