Quote them or link them, then. Or state a few short examples. I mean, if you don't, that's basically like admitting you don't have any arguments. Don't expect me to search this thread with Codex's non-functioning search to find some arguments that you may or may not have made a page or more ago. You are the one claiming something; therefore it's on you to back your claim up.
Unless you are referring to this... marvelous nugget of wisdom here:
Well, it is. nuXCOM is a Disgaea with a "strategic" layer tacked on and weaboo inanity exchanged for a UFO theme.
Actually, scratch that. nuXCOM is a declined Disgaea. Despite ripping off absolute basics like move/action instead of ap or iron 4 items "inventory", Disgaea at least allowed for decent squad sizes and didn't need dumb, arbitrary special rules for enemy ai to operate on in order for the game to not fall apart completely as soon as the first engagement starts.
Disgaea. You are... comparing this game to... Disgaea. A game from the Final Fantasty Tactics school focused on grinding and stat optimization, filled with hundreds of different classes and monsters and a square-based combat system. You are saying, with a straight face, that Disgaea's combat system that has no cover, a completely different melee and AoE ability focus, a tile and element based system - has things in common with the new XCOM, a game focused on small squad tactics in small urban environments. Let's not even get into how basic line of sight is in Disgaea, or the non-existant aiming or reaction system, the fact that you honestly feel like they have any similarity at all is absolutely baffling.
The move/attack/dash system is amazing. It adds so much depth, in a different way than TU did. You have to make hard choices. Do I dash him into full cover, risking finding more aliens? Do I try to take a small step so I can make a shot, not certain what the odds will be? Should I shoot twice or move to a better spot to have a better shot next turn? Limiting what you can do - in this case going from TU to this - makes the game more interesting, not less. Now you have to make actual trade-offs. With TU you can basically do whatever you like with no consequence. You can even shoot the same alien 9 times if you have enough for 3 auto-shots! And you are legitimately saying this was in any way a good decision?
Let me not even begin to talk about how bringing up the unit size from Disgaea, a game from the Final Fantasy tactics school focused around leveling up characters with barely any strategic layer, to an urban combat board-game-esque simulation like XCOM is frankly insane. Those things could not possibly be more different. Of course the inventory is smaller. You say consolified - I say making hard choices and trade-offs. In the new XCOM, inventory slots are precious and your choices meaningful. Bringing an extra grenade or medkit can make the difference between a successful mission and a wipe. In old XCom you basically bring everything and the kitchen sink. 40 grenades? No problem. 10 medkits? Coming right up! Flares for everyone! Why not a grenade! No, two! And a proximity grenade, and a smoke grenade and, and, and.
How are you even possibly comparing these things? You must be senile. I especially like the dumb, arbitrary rule for enemies part in your 'argument' which, as an old X-Com classic veteran, I read as "I don't know how to deal with alien overwatch and cover, this game is dumb."
Learn the new rules and play by them and don't complain if the old ones aren't working if you are playing a new game. You are basically the guy bringing an AD&D character sheet to a D&D 5 game and complaining why nobody likes you.