which mod is relevant for the 3 tutorial mooks becoming killer machines?
Probably the one that gives them perks and skills, Tactical AI (those are optional settings and I'm having second thoughts about them LOL)
I'm on the second map now having got past those 3 guys using a stealth tactics, but holy shit this one is on another level
Some time back, I tried out Tactical AI + something called Gunfight Reworked (which fairly enough was listed as "Brutality & lethality of hardcore JA3 battlefield overhaul" on the Tactical AI workshop page). While the amount of tweaks the modders have managed to implement is impressive, making drastic changes to core mechanics would often require drastic changes in many other places too. Gunfight Reworked extends both the gun range and daytime visual range, and emphasizes the importance of cover and armor, which actually change the gameplay to an interesting methodical slugfest of soldiers supporting one another with overwatch and assaulting breaches with concentrated fire. However, by making the firefights more realistic, it just emphasizes how absurd the beginning of all Jagged Alliances is with your squishy unarmored idiots running around with their underpowered sidearms and getting shredded by natives and their SMGs. To get a sensible opening sequence, you'd have to alter the starting equipment to be more in line with what soldiers contracted to a warzone might arrive with, or alter the tutorial island difficulty otherwise, or something else completely.
Or perhaps the reason was using Tactical AI in combination with that. It really does make enemies impressively smart and well-equipped so every Goon that sees you is a potential grenade to your squad's neck the next turn. The fuckers were even able to be Hidden and deploy unseen overwatch ambushes (not sure which one of the mods did that though). I stopped playing the game after Ernie Village because the enemy overwatches had a bug where all the remaining attacks would fire at the same time, and receiving 150 bullets after wiggling one ass hair semi-visible behind a boulder, while hilarious, started feeling tedious.
I'm still waiting for some sort of consensus mod-combos to emerge from this "laboratory". This attempt had potential, and maybe it will provide a basis for an enhanced JA3 experience in the future, but the end product isn't there quite yet. Rato's Gameplay Balance works because it doesn't try to do anything this drastic.