The pods are a necessary byproduct of the cover-based system which is a lot of fun, with all the flanking and cover-destroying games both sides play.
Pods aren't big deal for me, it's how fateful a single turn can be. You open a pod full of disablers, you miss four 70%+ shots in a row and on their turn they disable or shadowbound or mind control most of your squad. GG. Or the other day - a "surgical" mission (3 soldiers max), revealed two pods at the same time (they were all bunched up in one room), two sectoids promptly mind controlled two of my soldiers so I had to bail with the last one. But mission failed, a bunch of expensive gear left on the ground, etc. A few tiny mistakes, a few cases of a bad luck and your campaign is fucked. That's a terrible design, especially with how impactful every elite soldier and every mission is.
Someone at Firaxis should figure out how to do a standard initiative-based system, with both sides alternating, like in Battletech. That would mitigate a lot of that insane volatility. Plus missions should be a bit more numerous and a bit less critical. Losing a retaliation mission and the corresponding region is absolutely brutal, especially considering how much of a RNG-fest the retaliation missions can be.
P.S.: Btw I know people complain about RNG all the time but there seems to be something fucky with the probabilities. I took notes during a few missions and discovered shots between 50-80% are p. much a coin toss, fifty-fifty. Shots above 80% are notably more reliable, p. much consistent with the stated numbers. Weird. Does the game have some sort of compensation system like in XCOM1?