Interceptor was a piece of shit, even for a guy with a joystick who loves space shooters to bits.
Part of it came from the kludgy flying (even with a joystick it was a pain in the ass not to overshoot your targets - because IIRC there was no “match speed” toggle !) and horribly dated visuals (even by 1998 standards), but really the meat of the problem was the randomness of it all - from the venerable X-Wing & Wing Commander onwards space shooters have always been very dependant on scripted missions, complex scenarios, surprise events and so forth.
*Interceptor *for its part is a seemingly endless stringing together of “hey there are 4 flying saucers over there, quick, go get them ! Got them ? Good. Come back to base.” with little rhyme or reason to it. Maybe it got meatier a long way in, I dunno - I must have played it all of two evenings before dumping it in disgust.
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The Lobstermen are a good example, they were hugely resistant to projectile fire and standard explosions, but had rather slow movement and were extremely weak to stun and melee damage, which meant that your best weapon against them for much of the game was the standard el-cheapo cattle prod counterpart.
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Sure. But they got long range, burst fire weaponry that works perfectly fine, are crack shots with them, have a good chunk of hitpoints beneath that armour (enough that running up and stunprodding a couple of times isn’t guaranteed to take one down) and pretty interrupty as well.
Considering how early you can run into the fuckers should the RNG hate you particularly that day, well, good thing soldiers are expendable I guess.
I won’t mourn that myself. It was essentially just mindless busywork (have fun reorganizing everybody’s weapons, ammo and grenades before every mission, wee !) and the space management aspect was only relevant for the rocket launcher guy, everyone else could carry enough mags and 'nades to take over a small country with plenty of room to spare.
I remember there being a wonky weight system built in as well but never much paid attention beyond “the guys with 40+ strength get the heavy weapons”. Beyond that, everybody got a pair of mags for their main weapon, a pair of 'nades, a pair of flares and additional gear based on assigned roles (kits for medics, stunrods for scouts, explosives and moar 'nades for grenadeers, motion detectors for snipers, specialty ammo for heavies). End of inventory fuckery.
The only slight bit of strategy and interest to be found there was that (and the game never fucking told you that !) the TUs required to grab an item from this or that location varied - quickest were shoulders IIRC, belt was average, legs were bad and backpack took forever. Also picking up sleeping aliens or (in Apoc) unhatched brainsucker eggs to disable their waking up, which was gamey and lame in and of itself.
So, yeah. Much micro about nothing.
Stances, cover system, same difference more or less.
That still exists, only it’s in the form of character abilities rather than item properties.
In practice there’s little difference between “that gun can fire three rounds at reduced accuracy” and “that guy can toggle firing thrice in one turn at reduced accuracy with certain types of guns” ; or “you can use more TUs to fire that gun more accurately” and “this guy can toggle aimed fire”. Besides the fact that your rookies won’t be able to do either - but then again your rookies wouldn’t do any of that to begin with, they were merely there to scout ahead of your “real” shooty squad and carry primed 'nades in case of doors & monster cupboards 
Whut ? Wazzat ? You could location fire in X-Com ?!
Yeah, that’s a big change admittedly - the 6 guy limit and the increased attention you’re evidently meant to give each individual soldier (customizing their bodies & armour colours, XP trees, etc…) feels more Jagged Alliance-y or Silent Storm-y than *X-Com-y. *It certainly will cut down on rookie wave-centric strategies ! I know my guys were all named things like “Sniper 1”, “Heavy 3”, “MCtrained Grunt 1” and so forth. No point getting overly attached to heavy plasma fodder 
The mission size I can take or leave - fricking endless cargo liner missions I’d rather not slog through again. Can’t say that the videos I’ve seen so far offer much hints there though - all I’ve seen are one skirmish (seemed small indeed, but then the IGN guys died super fast, maybe the mission was meant to go on longer ?) and one smallish crash site (early game ? Medium scouts weren’t much to write home about either)