It is done. Ignored all missions except story critical ones after I captured the scylla (a lot of havens went to shit during that week).
In the end, I really like PP. It just feels bad how close to true greatness it is. Even till the end, the game taunts me by having the victory screen show: time played: 1h40min.
Not really a fan of the boss fight at the end. The marks that deal damage felt incredibly cheap (hope you brought a lot of medpacks!), and after it stopped using them the fight was just a complete slog. I get what they were going for, it's kind of a the ultimate 'shoot from correct angle for best effect' but it's just really annoying to have indestructible face plates get deployed. Also made melee weapons useless, so thanks for that.
Aside from the bugginess (and it's not *really* that bad, just a lot of minor things), I really have only two major complaints: it feels like the mission types are incredibly lopsided in how often they appear, and they also feel unfortunately similar. The game really would have benefited from some units only showing up on certain missions (like terror units in xcom). And also from putting more enemies on the map for big missions. It mostly felt like every mission had 6-10 enemies on it. Even the final mission gauntlet had less than 20 (not counting the single reinforcement every third turn). The enemy variety is cool though. Similarly, map sizes could also have done with more variation, it's really only the 2nd tier pandoran colonies that feel notably bigger than other missions.
The second is the rather lackluster gear progression. For armor you'll have every option in the first week or so (a bit longer if we count the mech augs, since it takes a while for that quest chain to complete). Weapons take a bit longer to truly fill out, especially with the super weapons they added in the ancients dlc, but it's still really disappointing when NJ finishes their armor piercing research and the result is a strict sidegrade to the gear they have on day 1. On the other hand, the basic stuff available is really cool. ARs, snipers, shottys, melee, grenade launchers and pistols all feel like they fill a valuable function and the options for each type are sometimes interesting (although I mostly just get lazors). PDWs, heavy weapons (except for nade launchers) and crossbows feel mostly boring and I rarely use them.
The TFTV mod (+ it's recommended submods) felt sorta minor, but all in all added up to a more enjoyable experience. I heard a lot of awful things about corruption and airgame dlcs, but they felt like good additions to the game. The airgame suffers from some bad balancing (damage over time effects are ridonk op) but it's still fun to kit out a fleet and intercept the pandorans.
One thing that bothered me about TFTV were the random team wide buffs the enemy get. I get what they were going for, but if the enemies get 50% shred or 50% paralysis resistance, it doesn't matter that much. Otoh, if they roll 75% damage reduction from first attack every turn it becomes pure hell as it invalidates half your arsenal.
Some of the enemy on death effects also felt overtuned, 5 tile acid explosion from a myrmidon? Not sure if that's vanilla or not. I really like the acid explosion of the facehuggers though, meant they felt like a threat and not just hardcountered by keeping your dudes in pairs.
I'm not sure if it's a base game bug or not, but the aspida firearms kept bugging out for me, and one of the two arms would miss 90% of the time, because the game doesn't calculate aim for each arm independently.... The chaos truck also felt kinda op, since it has access to two weapons, both of which are really good and have lots of ammo, where other vehicles will get like 4 shots per mission.
My best soldier was a heavy/berseker. 6 actions per turn, 1 ap jetpack and attacks would just let it traverse half the map on a killing spree. Generic assaults also became SUPREME after I got them ancient shottys.