I agree that the 2 AP system is bollocks. But I don't believe for a second that you actually played through Dragonfall on Very Hard. In fact, I don't believe you played it through even on Hard - because your complaints certainly make it sound like you played on Easy or Normal.
When in doubt, imply the other person is bad at playing games?
I played and finished the game on Very Hard. Due to my natural RPG hoarding instincts, I actually made it quite far through the game before I even realized companion inventories renew between missions (and apparently they even renew
during some missions). Jagged Alliance, this isn't.
But difficulty is only half the equation. Even if Dragonfall had been challenging, I still wouldn't think highly of it, because like its inspiration nu-XCOM, it's mechanically boring.
It actually isn't. You don't always have room where to run off to and even if you do have it, there might not be any cover. Overwatch is just one attack and only happens once, so unless every enemy uses up ALL their APs to run up to you, this tactic isn't fool-proof.
I'm not talking about overwatch. Combat typically starts with some distance between you and the enemy, so by simply moving back behind a corner, the enemy will have to spend all their AP to reach you, after which it's your turn and you have 4 party members to take care of the enemy who is now at point blank range, so your accuracy will be optimal.
They use the money that you pay them for missions to replenish their inventories.
How is that relevant? You don't get any say in it, it happens automatically.
As pointed out, the usually have 2 or 3 items only, with shamans and medics the only ones generally having more.
I couldn't remember from my own playthrough but from looking online Dietrich seems to get 3 items, Eiger 4, Blitz 5 and Glory 6.
Not true. You throw a Stunball at the first turn to catch two enemies - nice. But on the next turn three of them group up together, making an even better target but oh no, it's on cooldown because YOU didn't bother to analyze the battlefield and just relied on rote.
Except by the second turn, you're still reaping the benefits of that first Stunball, which wouldn't be the case of you had delayed casting it. Yes, there will be instances where it might be optimal to save a certain ability for a later turn, but even if you were to use that ability prematurely, it would hardly be game over or even all that detrimental.
In any game you generally want to kill/disable enemies as fast as possible. In a game with resource management, there is some tension between that goal and the desire to save abilities for later encounters. But in a game with cooldowns, you are rewarded for using your abilities immediately, because the sooner the cooldown expires, the sooner you can use those abilities again, so that tension is lost.