That's another myth which keep resurfacing all the time. Snipers are reliable "let me delete this one guy reliably". That's it. Everything else is more OP with endgame characters.
I don't necessarily disagree, but that doesn't tell the whole story, imo. It's quite ridiculous how easy it is to stay hidden with suppressed sniper rifles and
just pop moles one after another with very little risk to yourself while keeping a range advantage (and I'm not even talking about the level of crowd control you can do with special abilities like on the Reaper).
In a sense that's at least not entirely unrealistic, at least compared to the ridiculous amount of overwatches you get from machine guns (well, at least this one costs ammo)
or the free attacks, movement and "shielding" you can get in melee.
This is where I'd start balancing tbh. As a personal rule of thumb - if a special ability lets you do way more stuff on the enemy turn than you'd otherwise be able to
do on your own turn by spending AP, you dun fucked with turn based design on a very basic level - how the hell do they make the extra time for all this? Wormhole physics?
For sniper rifles, I'd at least give a long, hard look at the improvised suppressors. That tin can should only last two or three shots,
perhaps it could reuse the code from ceramic plates on armor. Make it a bit less of a no-brainer in the early game would be a good thing,
but sniper tactics need to stay respectable in a game like this.
A few random observations from my recent playing (I seem to be able to tolerate the game in short bursts, take a few sectors, save and exit):
Alarm traps don't seem to do anything. Doesn't seem like there even a system of ownership or investigating specific areas coded in.
There seems to be an endless supply of magazines at the Flea Market. Also not a fan of the whole idea of having consumables like this, but the entire system for stat training is weird as fuck.
All the WIS checks I've seen lately seem absurdly high. Had to hire MD especially for those. My IMP had around 88 from all the herbs growing about wasn't up to snuff.
The game seems to handle a lot of shit through the operations menu, so it pay to check it for every sector if some unique jobs are there.
No way to move militia around is infuriating if one's used to the way it was done in JA2. The enemies seem to basically target the same PoI over and over,
and militia not directly defending it are essentially wasted time and money.
Various mods which reduce the tedium of inventory clutter are a godsend. It all got much more tolerable with just the one that allowed putting
all the crafting junk to squad inventory, as well as increased scrapping possibilities. I'm missing backpacks and the ability to go overburdened.