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Training soldiers through battles is a large part of the game. You are not intended to simply rely on a single squad of favored soldiers, and rotating soldiers in and out on a regular basis is heavily encouraged.
The "A Team" and "B Team" sort of mentality is something that the Firaxis devs seem to be actively trying to break in XCOM 2, given some of the new balane tweaks and mechanics that they have introduced.
I don't think guerilla warfare is supposed to be "convenient," mate.
The OP isn't saying that he doesn't want to use it. He's saying the exact opposite. He wants to be able to further train soldiers to even higher ranks while keeping them on the Avenger, without using them in battles.
I am not sure how it is possible to get around this in xcom?
You are always going to have a "core" group that you rotate into after your first few missions, or even a "go to" squad for certain types of missions. Wounds/shaken, may add complications to this, but if there was a serious attempt to avoid these teams, then I suspect that a fatigue model similar to LW would have been implemented. In LW, I find myself needing at least an A, B, and C team, and the A and B teams are very much a like.
Having played with training roulette since it came out, and having heard that the advanced warefare school will permit cross class skill training, I could really see squad synergies being a significant (if unreliable) event. Especially if you manage something like a run and gun ranger with chain shot from the grenadier tree, or a sniper with saturation fire.
What I was expecting from my own strategy is to basically have squads good at certain mission types. For example, for sneaking around on a timer compared to kill all enemies would benefit from different squad makeup and skill cominations.
Snipers have always been my favorite, but timed missions that require constant movement or missions like free a hostage where you must reach and evac point, the superiority of the gunslinger over the long range shooter is evident from the pay throughs. But when time is not a factor, the long range taditional style sniper still seems like it pulls its own weight, where skills like kill zone would be more beneficial.
All of this seems to really synergizes with PCS and weapon mods. Looking at the aim bonuses available across a range of modifications, the penalty for deadeye seems like it could really be mitigated mid to late game.