@gabralath: always shift to defensive mode just before the boss' attack. it will save you if he uses his heavy hitting. also, always have regen up. Key to this fight is the earliest group attack spell you received. hit him with it at full offensive stance when you have shattered his defense, and you will win eventually.
I can understand special ammo costing gold instead of cash, but it should be MUCH cheaper. you want to encourage people to use this stuff. box of 50 should be 5 gold, box of 200 should be 15. seriously.
hospital and repair cost about 50% too much, given how high the fail rate is. speaking of which, when the success bar shows 90% chance of success, but in practice that amounts to about 60-70%, I think the bar needs to be nerfed, or success rates improved to match.
crafting should come a bit earlier in the game, and crafting parts should drop more often. most of the things you end up being able to craft right now are usually already outleveled by just buying standard commons from the store before you get a chance to make them.
another suggestion (wouldn't put so many, but I do like turn based tactical combat games!): mercs you can hire have "traits" (green = good, red = bad). It would be cool if your main character could acquire traits throughout the game, based on what they do during missions. Get shot a lot? eventually you would acquire the trait "target", which would toughen your skin (boost your endurance). something like that.
another medkit suggestion: ...make the gold versions of the medkits 1 use per mission, but they automatically renew after each mission (so you don't have to keep repurchasing them). make a medkit that costs cash do less healing, and one use only.
suggestions: 1) Let us swap mercenaries without them losing progress every time. 2) make basic med kits that cost cash instead of gold, that heal a small amount and stabilize wounds ONLY. leave the others to cost gold. seems a waste to have a basic medkit cost gold. nobody will ever use them.