I think it's shaped up nicely minus a few minor changes. The way I see "suppression fire" and "partial moves" is almost like a new way to incorporate the missing "TU's" from the classic games. If you saved TU's and didn't use them all your squad member would have enough TU's left to pull a snap shot based on reactions if an alien came into sight. Which could also kind of be seen as suppression fire in a off-turn way.
The new soldier "classes" more or less fit the way you'd need to build a character in the originals. If you wanted one of your guys running around with a rocket launcher they better have high STR or they'll barely be able to move. In the new game that would probably be the "Heavy" class. Also, I got used to this feature playing some of the later "UFO:After" games which used it and it fit in well with soldier progression. At this point in gaming just adding stat points without any other new skills would just be the lazy way out in design terms. 10 or 15 years ago that was ok. for today's gamers? Not so much. Hence I'm sure soldier classes will probably have specific skills too.
There are still some changes I don't like. You start with only 4 squaddies and by end game have 6. I think that's pretty weak. It should be 4 to 8 by end game. Giving me 2 three people teams doesn't excite me as much. The only one base thing still bugs me, and for some reason they said they had trouble doing base invasions/defense missions so I'm pretty sure those won't be in either.
It's not our old-school X-Com, but, it's close and it's the only "official" sequel we're getting. With all the core concepts involved and mostly intact, the same game-play, I think it may truly be a great successor. The final proof will be in the playing though.