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If you decide to update your mod list, A Better Advent 2 combines most of the mods you like - you don't need IESS since it's now effectively combined into ABA2, and of course ABA2 is now all-inclusive rather than modular (for better or for worse.)
Thanks for the numerous suggestions here!
I did have the wound mods initially, but when I built my own mod to add in all the other edits above, I wrote my own which made things easier to tweak and also easier to balance against the various delaying mods like Fatigue, Morale & Notoriety. It's like a big "myinitweaks" mod that I can faff around with as I see fit.
Point taken about ABA2 though. Nice catch.
I also found that I needed to rather drastically nerf all of the enemies in Lost Tower, especially if you plan on doing that mission in the second month when it becomes available. But given how insanely buggy Shen's Last Gift is even on a virgin install, you're probably better off just not using that mission at all. At least Firaxis let us use its additions without the mission, maybe they knew how insanely crash-prone it is and weren't able to find an effective solution?
I'd probably see about adding in the Guerrilla War mods at some point. Right now I think they need too much balancing work to add in unless you want to recommend people do a trainload of .ini editing, though. I got a Protect the Device mission as my first of the game and was facing Stunlancers and Advanced Officers when I still had to survive for two more turns before evac.
Oh, and one more thing: I found Sectoids to be too strong in the early game with 10 HP and nerfed it to 6 HP. 6 HP might make them a little too easy, so 7 or 8 could be a compromise, or you could try tinkering with something like a Defense penalty so cover is less effective for them. The problem is Sectoids become free kills by the mid game and I'm not sure how to add a mk2 and mk3 edition of them to the game, though I know LW Aliens adds a "Sectoid Commander" and ABA2 adds about twenty different varieties of Sectoid.