You played Ufo Defense wrong then lol. I could finish superhuman/ironman without playing like that.. twice (second time without psionics and minimal use of blaster launchers).
Being able to move square by square without need to commit to a move is even more important if you find yourself face to face with aliens in good positions behind the corner (in case of no pod system). Current move system kind of works with pod system because you know as long as you only move once and see aliens they will not shoot at you and you can move back with second move. This is why I always take my first risky one move first so I can full round with everyone else if aliens appear. also none of my other squad members move farther way than the first guy.
I also finished the game in superhuman. Of course, you don't have to move a single tile at a time, and sometimes, you need to go faster, but it remains the best way to scout the map, as dull as it is.
But actually, with the options we have for scouting now (concealed ranger, battlescanner, specialist scanner), not having pods would not be as big an issue as in 1.
Having unlimited Line of Sight range would help, though (because you would more or less know where you would be likely to be shot at, ie mostly around corners).
I tried the all pod active mod btw with the one giving you +2 squad members), and it works just fine, with one exception :
gameplay wise, it is much better, as it results in more intense fights on smaller maps, but on larger map, the complete lack of map wide grand tactical AI can turn it into a slaughter fest, with the aliens breaking formation to engage you piecemail, as they never were given formation AI, because it was assumed they would only engage in small number.
So basically, I suspect it is one of the reasons they went with the pod activation system : it makes it redundant to have grand tactical AI as aliens never have to travel far to engage, and don't need formation as they will start in shooting range.