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I'd suggest the basic sniper just has squad sight and long watch. The middle sniper maybe has death from above also, and the advanced sniper has all of them plus snapshot.
That's probably not doable though is it? Or maybe you put the skills onto the sniper rifle itself rather than on to the class?
I suppose if it didn't have snapshot, the AI might either waste a lot of turns repositioning, or stay camped in a suboptimal spot. Or maybe not. If the advent sniper couldn't move and shoot, I would definitely want it to be able to move and do something--either fire with a weak sidearm or use some kind of mark target ability. Or just hunker, whatever.
My dream version of this mod is an advent sniper that starts the battle activated on top of a roof. Or gets called in as a reinforcement at some far-off point while you are engaged with another pod. That way, every pod on the map gets squadsight backup until your concealed ranger can climb up and take them out.
THIS.
Additionally, I imagine that the Sniper's AI might find it a bit confusing trying to operate as a proper sniper if you remove Snapshot. I worry that they'll spend too long just hanging out in one place having really poor shots, or all of their turns moving around and not shooting.
After moving normal shot will be disabled, and instead they'll be able to take a rushed shot with a high graze / dodge chance. If that's not possible due to game mechanics, just make the shot do half damage.
I like the idea of Advent having snipers and the weapon mod is nice but after this playthrough I may disable the mode.