I, for one, am somewhat happy that such direct interactions between factions exist at all. Still they seem to be in an awkward spot, where they are not abstracted enough to be a sidecontent, but aren't nuanced and fleshed out enough, to be insteresting or not weird - by that meaning the previous post about genocide, and system doesn't support anything beyond removing the haven entirely.
My hope is that Gollop's early references to PP being Paradox-like strategy game, is that with DLCs they plan to work on, and expand the base game as well. However, considering that previously fix bugs reappeared for 1.0 release, because of lack of time to refix them, doesn't inspire confidence in Snapshot team gaving enough man power to support and expand the game. Still, as a backer, there is nothing for me, but wait and hope for the best. The air-combat DLC is something that could tie to faction map movement. We will see.
I have been thinking about the game, ever since I stopped playing, and I think my singular biggest design complain is lack of system interaction - any good systemic game needs systems to interact with each other, creating predictable but interesing results and allowing for player expression. That is part of UFO that Firaxis remake ditched almost entirely, in favour of more gamey/controlled experience.
What most disappointed me with PP, is that in spite of core complicated mechanics (inventory system, ballistic system) I can't say I have seen the game provide more depth then FiraXCOM. Ballistic system alone, is something the entire game should be built around, and I don't think that is the case. Sure, bullets are traced, but I didn't see much when it comes to interesting decisions to make or interactions. There are nice things about this system, like individual bullets being accounted for, but other then that, the game seems to be designed with the same depth of interaction as FiraXCOM. The individual part system didn't impress me either, and I found FiraXCOMs (or at least LongWar) implimentation of skills like suppression, flashbangs etc. to be a more effective decisionmaking process, then what body part to shoot.
What I have been also missing, is a choice of items that would allow us to expand our strategies. Where are shields or deployable covers? Smoke granades? Items to allow traversal, beyond jetpack (you could have stuff like grappling hook, to allow characters to create their own climbing spots, as building are limited when it comes to enterances)? Breaching charges, mines. With flexible inventory system, there is so much once could do, to take full advantage of game's systems.