My guide to Turn Based in 2013:
Make sure you update/innovate the UI vs yesteryear.
Those systems, for things like wizards took too many clicks to fire off a spell/commands.
I think each time a character has their turn a UI for that character should auto-appear and it is super simple to execute command.
The trick to turn based in 2013, is to play fast and elegant within a turn base framework. Making turn-base too many clicks per command will be a fail. We have plenty of resolution now6 and things learned to make it so.
For example Wizardry 8:
1. Click spell book
2. Click spell
3. Click power
4. Click Target
5. Fire
That could be:
1.When it's the wizards turn display all spells on a side bar or something. Not only do you show the spell but it shows a gradient of power for each. You click once to choose spell and power together.
2. Click Target / Auto-Fire
What took 5 clicks now takes 2. That is what I mean make turn based quick.
Not that DOS should mimic XCom, but they really updated their UI/presentation of a turn based game and it's the big difference. That is how you do it in 2013. That is how you get a new generation hooked. Not uphill, barefoot both ways.