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If there are any distinctions to be made regarding difficulty, it would come down almost exclusively to the fact that LW inflates pod density and pod strength- not a huge issue until you try to reconcile that with the spatial limitations of maps themselves, which don't change.
That might seem pretty benign but it's actually a cause for major strife on small maps like Fast-food. I would say the mod is more difficult on that principle alone, for it is something not even your expanded toolset can fully resolve.
You kind of nailed the mods design philosophy in the wording of your title. LW, at least LW classic, known as 1.0, is for the most part, more of the same but way more versatile and dynamic. That said, it's not without its problems.
Alluding to the point made on viable strategy, yes it is balanced well enough to where virtually anything can work, though it's likely not going to be as pretty as conforming to certain meta's and classes that are perhaps inescapably omnipotent.
Mec-rush for early-game and Squadsight abuse for late-game being prime examples of things that will effectively break the mod in terms of core balancing.
Beyond that the mod contains a fair amount of gotcha moments, that just like the base game, aren't implicitly hard, but more of a shock to the system. Situations where foresight is everything.
Absolutely. I would say even harder with no options at all. Most of those options effectively work to reduce difficulty.
Though if you're a guy who appreciates flexibility and control I would personally advocate the usage of Commanders Choice at bare minimum. It does at the very least facilitate the freedom to play with classes you enjoy.
I think the answer to that is subjective.
For a first-time run, without any existing knowledge, I would expect you to fail, or at the very least struggle horribly until the mod exposes itself for all that it is.
Being that you just got into vanilla, you are likely going to have some initial frustrations. I personally only played 50 hours of vanilla before converting to LW. It was enough to get a footing in LW. I'd be lying if I said my first attempts were anything but pure chaos.
We all have varying aptitudes for these types of games so I can't really give a definitive answer on what your experience will be like.
I find playing X-Com a bit like being addicted to smack, you know it's bad for you, but you just can't help yourself from playing one more mission!
Well that wasn't encouraging
"On average I can only play one mission per night. I have over 350 hours and I'm barely seeing the end of the horizon."
"I have never been so immersed in a mod that turns your game into a ♥♥♥♥♥♥♥♥ job!"
"You can now stabilize your aim, which is very useful when the humanity's last line of defense have the aiming skills of a geriatric Parkinson's patient."
"When they have a lot of resources, and low aggression they can infiltrate a country and make them leave the Council immediately. So if you have a country leave the council when it had no panic, that's what happened. Also I should mention, you get one mandatory one to progress the story. That one happens at about the first or second month." (And I know that "base" Long War, which is retained in Rebalance. let's you take take nations back.)
"In some missions, you are encouraged to turn tail and run"
I wonder how much of that applies to "base" Long War and how much to the mod.