Here's a list of stuff that I know about that seems improved that is currently working in some way compared to the original X-Com in Xenonauts to help with zespri's point:
-You're always guaranteed at least 2 early ufos to kickstart the research. If you somehow fail both you're off to a terrible start and should probably ponder why you've got such terrible luck recently.
-You don't have to buy ammo (or guns for that matter) for basic weaponry. Need an assault rifle and 3 magazines? You have plenty on hand. Pistols are also available.
Need a rocket launcher, 3 explosive rockets, and 2 AP rockets now? They're around here somewhere, if a bit heavy to lug all of that around.
Need an advanced medkit? No, you have to research that. But if you can spare the weight (and the backpack space) you can give everyone a bog standard medkit.
Grenades? Plenty. Shotgun? yep. Sniper rifle? Mhm.
Light Machine gun? I wouldn't recommend it over the rocket launcher but its there if you prefer bullets to explosives on your strong soldiers.
-Autopsies are automatically completed instead of eating up useful research time.
-Some items (like alien weapons, which you can't do anything with but empty the loaded clip) are auto-sold (or turned into extra alenium once you get to that point in science), although theres still items you can sell if you need to. Money can still a problem, but its not that hard to modify something in manufacturing to be slightly profitable if you want to bother doing so before you start.
-The text on the button is a bit broken in the soldiers screen (or isn't supposed to be in that particular spot anymore, they've been working on a new, better looking UI for the base screens like geoscape/research/manufacturing), but you can use it to train new Privates up a rank if you can wait for them to return in 10 days. Or you can ignore the safer, slow route and have the traditional trial-by-xeno for your new recruits