I'll restate what I've said before: let's use the Modified X-COM and the Classic UFO2000 weaponsets stats and merge them into a single one, without using the X-COM graphics (which is what we need to worry concerning copyright). Then we can have all matter of additional weaponsets: Human, Alien, etc.
This raises 3 issues, which are all valid:
1) Difference between conventional weapons vs. Laser/Plasma on the Modified X-COM weaponset. My answer: keep the difference to differenciate between the 3 types (Conventional - cheap, low power, limited ammo; Laser - medium power and cost, unlimited ammo; Plasma - expensive, high power, limited ammo). And this is variety - people complain about the low power of the conventional weapons but the truth is that they allow for larger/better armored squads to be deployed in contrast with only bringing lasers/plasmas. I've used over and over squads only equipped with bullets and it's not hard to win but most people assume bigger is better.
This is good and fine and makes sense. These definitely are and should be the broad categories for weapons.
The ufo2000 set adds the sniper rifles for each variety (conventional, laser and plasma), they mostly make sense - hitting with rifles from far away is very hard. Maybe indeed the snapshot TU:s could be increased to make them less of allround weapons. (In reality too, the scope is in the way if you try to make quick shots.)
In the newest version the heavy weapons also make sense, being medium range very heavy autoshot weapons. (In the 1071&1079 release version they were useless.) The main use now being shooting through walls with autoshot. (4 or 5 shots.)
2) Scout/Sniping. I say it's close to impossible to try to reduce this by weapons design, by downgrading the Plasma/Laser rifles or whatever means. The UFO2000 set never made me change my tactics regarding this. There are other ways to reduce this, such as light level and, more important, maps. I'd also say to have a look at the new terrain that is being developed: Scout/Sniping can work there but the building design will strongly place limits on it.
Yeah I don't think it can be changed by the weaponset much. I don't know what the game would become if all accuracies were dropped a lot.
3) Explosives. The current bane of all weaponsets. The less of them, the better, until HE block is implemented.
If anyone has a better idea than this to reach a compromise, then let's hear it. And if YOU (meaning all of us) are not interested in reaching a compromise and choose to continue to do things your way, then why am I wasting my time with all of this?
The explosives are a mixed thing, I don't really know what to think about them. In a sense, they heighten prediction and luck - you shoot somewhere where you guess the enemy has lots of guys. As a counter, you can either spread your guys or just hope he fires somewhere else. If you happen to have 3 guys where he shot, well, bad for you.
I recently played a game vs Boom where he carried three heavy missiles, and fired them across the road in the center of the map (he did spot me at least roughly). I got badly hit. They "only" cost 300 a piece, naturally I felt the urge to complain about that and ask to make them more expensive or heavier or something, but I resisted, gotta try more counters against them...
I agree with the block thing, it should enable the main tactic against explosives that is currently missing, but it's probably quite hard to implement.