Speaking of: How is XFiles these days?
I've tried it in December and even considered making AAR out of it. Played it for 2-3 months up to the first XCOM upgrade.
I had about 20 missions per month, 10-20% were too hard to try. Game forces you to conduct a lot of small missions (craft is small, 2-4 agents per mission). Missions become samey very fast, so I got bored and dropped it.
I must say the balance provides for a very different experience from vanilla and xpiratez. I think I'll return to the mod some day.
You're pretty much required to a) turtle (few agents, no freshness (or is it limited?)), b) get 2-3 crafts ASAP to get most of the missions, c) have the stock of rookies like in vanilla.
The craft is small and cheap, so losing the craft is bad, but not the end of the world (contrary to xcom or xpz) - the balance seems to be aimed at ironman mode.
Research balance nudges you to capture stuff, but not as hard as in xpz (because missions are abundant, but prisoners aren't that expensive). Also, since you're playing government, you're penalized for killing civvies even if some of those try to harm your meeples. Like in xpz, you have a lot of random filler research (or maybe techs that might become useful some time in the future in compendiums or something) and should choose carefully, what you're teching (because research facilities are locked and you're limited to 5 scientists).
Also, I've really liked abusing AI with darkness mechanics, so almost all my agents began running around with flashlight+pistol/taser (or in pairs where one had light+ and another had shotgun).