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As for the exp lead, that's generally how it ends up. It was like that in EW as well from what I can remember. I got lucky and grabbed Patchwork and Torque early, so Godmother got relegated to assembly duty while the rest rotate in the APC, depending on who has training to do.
All missions are 4 characters... with eventual 2 androids as backup if at one of breach points any of your characters get incapacitated (runs out of HP, but doesn't bleed out)
If an agent gets badly wounded or downed during a mission then there's a chance they'll develop an injury which will harm one stat (usually something related to their class, e.g. Verge can lose Psi-strength). To cure an injury, you need to put that agent in the training room for 2 days.
The other use for the training room is to unlock additional bonuses and skills for each agent. Each agent has 3 sets of training and each takes up to 5 days. The highest level training usually unlocks a really powerful ability for the agent so you'll need to give up your favourite squad members sometimes so they can get their full potential.
Lastly, some squad members are naturally better or worse against certain enemies - you can't use psychic powers on robots, for example, so you might want to swap Verge out for someone else if you're going against a faction with lots of robots.
while i understand that for most 32 is too many, 8-12 would be a better fit for this IP.
for this game, 4 seems ok because of how small the rooms are.
Sacred Coil employs turrets and robotic enemies, so Patchwork with her ability to hack and jolt robotic enemies becomes invaluable, along with those who can deal heavy explosive and armor piercing/shredding damage.
Progeny is all about psionics, making Shelter a frontline member in terms of flanking and the aoe anti-psionics bubble from Solace. Armor isn't as useful vs psionic attacks.
Gray Phoenix has mutons and plasma weapons, heavy armor piercing is useful as well as melee denial.
Some members are especially useful for certain mission objectives. Shelter and Torque for example are great for moving your escort target, or making sure runners can't escape. Shelter and Zephyr are great for quickly getting to a collect objective.
you're an "olds school" xcom like me, I guess.. oh those days, when you had an Avenger packed with soldiers.. those days are gone.. well, I play the old games once in a while.. after all, that's the reason I am playing the new "crap" ;)
Well at least until you stepped out of the avenger and your soldiers were shot without seeing yorur enemy.
Or the good old, the aliens shoot a rocket inside your avenger and kill 4-5 soldiers, have that happend to me once in the good 'ol X-com