Hmm, I still havent had a chance to try out this newest patch yet, so I cant say too much about it.
What I meant about the regen values though didn't have anything to do with surviving the turn; no amount of regen saves you if you have 400 HP and you take a hit for 5000 damage, after all. That was never a problem.
It's moreso the fact that the game's way of handling the regen values has changed, thus changing it's effectiveness. A regen value of 60 before was pretty nice; I had that on my Assault and it meant he was fairly decent at tanking when needed, so long as he didn't get hit much right afterwards. If he took a hit for 200, he could in fact heal that, if given the turns to do so, and if he avoided more attacks. I had also boosted his shields to 600 or so to enhance his ability to take hits. These things combined to be pretty useful. Then I look at my sniper, who doesnt have as much shields (maybe 300-ish) and only about 12 regen. So, he could handle minor blows, and he'd regen at least enough to make something of a difference which would save him sometimes, but I still needed to be super careful with him.
With the mechanics changed, yet those values remaining the same, the effectiveness looks like it's gonna go down. Regen of 60 now means TOTAL regen..... multiple turns or so just to GET to 60, not multiple turns OF 60. This isnt all that helpful with that smaller amount (and is much slower, too), so right now it's looking like it's best to instead just see if I can use the slots to get an extra 100 shields or so for my assault. Wheras my sniper.... multiple turns to get to 12 is.... well, nothing. That one was "weak but helpful" before, enough to still make at least something of a difference, but the current value is actually too low to be worth the part slots it's taking up.
So, it's not so much the difficulty level, really, but just the math or whatever that's changed. If that makes sense. I'm not entirely sure that it does.