You can have squads of between 8-10, but there's a reason you won't always be doing that. Instead of guerilla ops just being random things that pop up while you're doing other shit, you have to use time to scan for them. When a mission pops up, you get a timer for it, like usual. Except that in base nu2, the mission timers are almost pointless - unless you're at full bars on the avatar project just as a retaliation pops up, you're gonna do every mission you get.
In LWOTC, you send out squads the infiltrate the area. Infiltration takes a period of time to do based on both the number of people you're deploying and how much gear they're lugging with them. Everyone gets three inventory slots right out the gate, and you've got functionally infinite smokes, flashbangs, and medkits. But bringing an item both lowers the unit's mobility until it's used and increases the amount of time it takes to fully infiltrate.
And it's very possible that it takes longer to infiltrate a mission than the amount of time that mission exists for. You can spend intel to increase the amount you've infiltrated, but even then you might not be able to reach full infiltration. Full infiltration is basically the level operating at its minimal number of enemies, with every bit below full probably meaning there's going to be more shit on the map and more potential reinforcements coming mid-level. It might be possible to tackle a 90% or 80% infiltrated mission, but there's no fucking way you should ever step foot into one that's only going to be 50%, so you learn to prioritize and let some opportunities go. Maybe you just send a squad of four of your best people and blow the intel on it so you can get to manageable levels of enemies if you really need the reward. Or you could try to kill like 40-50 enemies with tons of reinforcements guaranteed, but, uh, good luck.
More importantly, since infiltration takes time, you've got several squads out at the same time. While you've got infinite basic weapons and equipment, you've got limited weapon mods and you can't just pass your best gun around anymore. Obviously other accessories are also limited, but I think even better-tier weapons and armor have to be individually made. And supplies and intel are much stingier here - you don't just randomly get popups that drop supplies and intel on the map for you to scan, you have to actively build and cultivate resistance havens that passively give you a mix between missions/intel, supplies in your monthly supply drop, and recruiting more people to do these things. Getting more people gets more attention on your settlement, though, so you also have to sometimes tell them to go into hiding or risk retaliation strikes - I know, who'd have thought you get retaliation strikes for doing something, rather than just on a set once-a-month timer? To top it off, if a civilian dies in that mission... that's a civilian you had at the base itself, so you feel the direct consequence. You also staff them with some of your own engineers and scientists, to avoid arriving at that fun point of the game where scientists and engineers are literally pointless.
Since resources are scarce and you need a whole lot more of them, the research stuff also has a way to avoid running out - you can turn corpses into alloys and ellerium. Tricking out so many different squads demands a constant flow of goodies, it looks like, so there's actually some level of management involved in the game -- base nucom2 manages itself, honestly. You just have to not get killed on the maps.
...And this mod is pretty rough about that shit, too. The AI seems to be pretty great, with a fuckton of logical, taxing overwatch uses. The modders also made a PCS that seems to be baked right in to the advent which allows you to not take overwatch shots under a certain hit %, so it's hard to even bait overwatches out of enemies. More variety even without my goofy enemy mods (I don't know if those will work, although raider factions surprisingly do), and so many common-sense things that really up the experience. Need to evac a mission gone south? Call the skyranger in; it'll take five turns to get here so have fun. Your warning that reinforcements are coming is that one of your units will say their "reinforcements!" line (which you usually never ever hear because Bradford always says it), and so you've got a turn to get into a good position. You have no idea where they're going to land - could be far away, could be right on top of you, could be flanking you from behind; there's no retarded flare thing or glowy portal.