He! Thank you so much for your comments! Good to help me put more and more energy to it! I must say all these changes I made to the engine came to my mind very progressively. I really didn't intended to add that much code to it at first... But as the project went on, more and more ideas came and that's how it all happened. Now it takes SO MUCH TIME for me to just MOVE a line from the bottom of the list to the top when needed… (RRRRG!)
I don't know exactly on which part we'll side track or how often, let's just say it is my main goal to make a VERY different mod… But it is certain we will learn from each other yess! I am really the "thanks for sharing" type, so don't hesitate to grab and use anything you like from my work. I already did that with mods and maps I was able to get my hands on.
And here a lot of fantastic things are comming! If you are curious, I recently created a lot of automatic AI triggers that makes independant groups pity you and stop hurting you, specially if they killed one of your squad member. (you can also make them flee their base if you kill enough of them...) There will also be triggers to make animals attack you if you have fresh meat in your inventory… It's funny, you drop the meat and they stop strait running at you, often staying a long time on the meat you just drop!

Also some triggers to add a heartbeat sound or sickness sounds if you have too much poison or low HP. And so on…
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Talking of poison, yess, about EVERYTHING in tactics works with points or numbers. Always have that in mind. Poison, Radiation, HP, Skills, even Sex, Perks, Traits… So, if you have around 50-75 Poisonpoints, your char will lose HP very very often and die quickly. That could be about the maximum you can get before taking too much risks. You will have to make a lot of tests, but yess simple bandages could cure only a small amount of Poisonpoints, and specialized equipments all of them. Just look at the antidote chem, try to find somewhere a number which is not 0 and you'll understand.
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Oh you may had already think about this… but anyways here is an idea that could solve the problems you talked about. I added this method to my mod some months ago and it worked, but as I found it may be too complicated for newbies (a lot of non-gamer will try my mod) and not critical for my mod, I let it go for now.
My idea is to automatically add a chem (with the sprite of any item desired) in the inventory of the tagged player char at the beginning of the game, anything that fits the story, as an item the player MUST use as a first QUEST. This item works exactly like the "Elixir of life" chem, creating some permanent effect. It gives a permanent +70 or +100 HP. Choosing +70hp is interesting, cause the hp then starts at 100 with 5 EN and 5 ST… better number than 30. And it makes chars with less than 100 hp look weak or disadvantaged...
Then you only start the game, I mean activate the exit grid if the player used that specific chem. You could even calculate with a trigger the amount of ST and EN of the player and give him a stronger or weaker chem with more or less HP bonus to reflect the STATS, but I think it is better AND EASIER to give a fixed bonus. Having more HP per level will still be considered as a HUGE advantage on the game because it can help you stay alive more than anyone. I think this way people will still want to put points on EN, taking any chance of staying alive they can find.
To verify if the character took the chem, you use the condition : Player has more than 80 derived stat MaxHitPoints at Anywhere.
You can also use this chem to create as many changes to the main character as you want, the only way to change skills starting levels, for example. But I am quite sure you CAN'T give ANY perk or trait with a chem, never.
After that, you have to add damage to each and every weapon, and a HP bonus to recruits too. You can let go giving bonus HP to NPC, as you can choose precisely how much HP they have.
Then the problem with all other less important elements of the game is delt with and you don't have to worry about them anymore. Leveling stop being that powerfull, the two skills Doctor and First Aid have MUCH LESS effect, which is very nice, (the three skills per day starts being a bit more usefull, like in Fallout 1 and 2) the ARMOURS are less effective too, fruits and food gives almost no HP, so you don't have to change them, stimpacks give you less than 10% of your HP back. The trauma pack and all, already very rare, can be used to create significative but costly healing. You can add more addiction to them too. And finally, even the special perks have less effect, but are still interesting to take. A + 4 HP per level is still nice, but represent only 4% bonus to HP.
I think it is better than simply getting rid of all or some of the skills, because they are hardcoded. That means they will stay there no matter what, and look like a bug or an unfinished part of your mod... And because everything in tactics is related, you will have unused perks that will still appear, unused traits, etc. etc.