DarrkPhoenix: That's why it's good to use a tank to do most of the scouting, as they can usually take a shot or two before biting it, plus it's much easier to replace a tank than a veteran soldier. Of course, this doesn't help with small spaces, but that's what rookies are for (seriously, until a soldier has survived a few mission their main purpose is to catch plasma bolts so that your veterans don't). Also, if you know the general area that an alien ended its turn there's no reason to try to wind your way around blind corners to try to get a clean shot- just blast every bit of cover in the area until you've created a clean shot. Hell, if it isn't a terror mission with civilians to worry about use your tanks to level entire houses to expose the aliens inside.
True, although that's partially what makes it trickier early on since all your units are Rookies. But yeah, chasing aliens tends to be a bad idea no matter what, especially in a choke point though. Oh, and penetrating UFOs is fairly tricky too, since you either have to send a guy in as a sacrifice to open the door so you can spam explosives and guns, or stake it out and rely on Reaction Shots, which is risky.
Also, you can only say that the aliens are squishy because you probably haven't yet run into mutons and chrysalids. Have fun. ;)
Yay? I did read about an enemy that can mind control your soldiers, too. That sounds fun...
I have to say, the Geoscape and Battlescape parts of X-Com are both excellent, but a lot of the brilliance lies in the way they interconnect With the capturing of alien technology, than reverse engineering it to outfit your soldiers/sell and that sort of thing.