Not sure I understand how the combat works. I'm playing on hard so maybe that has something to do with it (bonuses and shit?). I don't find the game really that hard, but it constantly confuse me. For an example; my guys sit behind cover and an enemy burst fire on them, and for some reason every single bullet hit and does massive damage. And I think I got pretty good armor rating, at least compared to them. Anyway, when I retaliate with the same kind of weapon, the damage is pitiful, even on enemies with really low armor.
Another thing. One thing that really annoys me is how many combat scenarios start- It forces you to chat with the enemy and then the combat auto-starts. Many times I would have loved to try to sneak in to try to disable turrets and stuff like that. Really strange design I think.
I'm not positive, but I
think some enemies may have deceptively higher HP/armor than they look like. The clones are a good example, they're really fucking beefy (In part because they tend to shrink you which reduces damage) but they're only shown wearing lab coats. It's possible that some WL3 enemies have their armor cosmetics hidden like you can do on your party, so they're jacking up the difficulty while giving them a consistent look. Wild speculation on my part but I've noticed that too, and I'm also playing on hard. Might also be a matter of different amounts of HP, proportionally it looks way worse when one of my wimps takes damage rather than my 10 strength beefcake with the medical marvel trait.
As for being forced to start combat scenarios in dialog, that's true in SOME cases. It's made a little more awkward and save-scummy since you aren't sure where the exact trigger for dialog is, so you can sneak in some situations and not in others, but you can usually kick off combat by forcing attack on someone. Case in point, that encounter in the tutorial where the raider is holding Sandbags McGee the ranger hostage. If you advance, dialog triggers and if you have a point of smart ass or hard ass you can talk, otherwise she kills the prisoner. If you don't advance, you can have your sniper pop her in the head before dialog and save Sandbags to sit around uselessly at ranger HQ.