I've just finished playing through a 1.62 Impossible Hardcore game, and am just about to start an Impossible Hardcore Second Wave game. In my experience, at least for the hardcore version, you should not severely weaken Battleships. As it stands in 1.62, it is possible to take down battleships pretty reliably as long as you have a decent number of well equipped interceptors and some power-ups for them (I absolutely adore how you've made them actually useful by the way), and I think that's just about the way it should be. If you want to make the strategic game a bit easier, I would recommend instead decreasing the maintenance cost of the interceptors: thereby allowing one to maintain a significant fleet of craft while also having a decent monthly income. In regards to suggestions, I think that rebalancing psychic abilities would be a good addition. Currently, the only real reason to get psychic abilities is to win the game. If you could buff mindfray (Increasing the aim penalty it imposes? Increasing the damage it does? Increasing the innate defensive bonuses and lowering the will of some late game alien types?), then they would be much more useful. Also, the changes you made to panic (specifically, severely decreasing the chance of firing at an ally) make psi-panic practically useless, as there is a significant chance that it just gives the enemy a free shot at you, I'm not sure how you would deal with that (making panic more likely to cause a unit to run out of cover? This is tough because any change to panic affects all panic in alien and humans). Psi inspiration has the potential to be really useful as a defence against psychic enemies, but due to it's inconvenience of use and how short the effect lasts, it's not that practical. I think mind control and telekinetic field are probably fine (though telekinetic field is practically the same as a smoke grenade, and so is kind of obsolete, and mind control is so difficult to use since you can't shoot ally units and, unlike in UFO defence, you can't disarm them either). Rift is pretty good, but only being able to use it in the last mission is kind of silly; I don't think modifying the exp needed to get rift would be a problem, but it would need to be de-buffed severely (decreasing the damage it does would probably be a good start) in order to avoid it being too powerful, and I have no idea how that would affect story progression (I think that you could still use the Gollop chamber as a level four psychic to find the Temple Ship). If you were to do changes such as these to psionic abilities, then you would have course have to make the gift rarer and require more work to find (decreasing psi gift chance and reducing the capacity of the psionic training facilities might work) Anyway, these ideas are just from my experience, and may not be possible or practical. PS: thank you so much for making this mod, I can hardly play XCOM any more without it.