Well, I finished watching episodes 56&57 so here's some more comments (might not help with this playthrough as you are nearing the end it seems, but this could come in handy for Jagged Alliance or Silent Storm if you ever do those... *fingers crossed*).
1) You broke Rule#1 in my book so badly it hurt. What is Rule#1? Secure the LZ and secure one side of the map. You kinda secured the LZ, but really dropped the ball in securing one edge of the map (in this case it was the west side, the side in back of the Triton). The crazy thing is, you were in a perfect position to do so as the Triton was midway between both corners. One group to the North, one to the South and a small group in the middle to hold that area in front of the ship. Now, when I say secure, I mean secure
... you absolutely, positively have to search out those corners to make sure nothing is hiding there. Once all the black is revealed, then you can spread out a bit and start the advance to the opposite side of the map. The last thing you want is to miss an alien or allow one to slip behind your line and create havoc.
2) This is your favorite map in TFTD, but it's my least favorite, especially in the dark. There's just too much coral and multiple levels of it with tons of obstructions and cubbies for the aliens to hide in. Not only that, but the overhangs and constant navigation around cleared areas makes it a complete nightmare for shooting and throwing alike. Sure, it works in your favor too as the aliens have to deal with the same things, but my troops want more options than the aliens, not the same. Just be glad you had DPLs to take some of the sting out of it.
3) I'm glad you used the SWS to scout, but sending it too far out in front of your squad cuts it's lifeline. On open maps, having the SWS scout way far out there is viable as your troops can shoot or throw basically unhindered. But when there is so much garbage... urm "scenery" in the way, this makes it impossible for your SWS to have any backup in case it gets into trouble. In this instance you drove that SWS straight into uncharted territory and stirred up a real hornets nest of Lobstermen. You got really lucky when you parked it so near to the closest Lobsterman, as it (and his friend in the darkness) both missed their shots. How much do you want to tempt fate though? Moving it around got it killed, when there were 2 soldiers which had clear shots and could have killed it first. If that closest alien was killed, then the SWS could have drove ahead a bit to re-reveal that one in the dark. DPL him, then shoot with the SWS and he should have some pretty crappy FA if he survives. Or *gasp* retreat a bit until your soldiers could advance to help out. But you never retreat, do you?
4) You now proceeded to break my Rule#2 in TFTD, which is to completely clear the outside of the map before heading in the USO. (I honestly don't have many of these cardinal rules, but 1&2 are so important they should be commandments). I think you saw that entrance on the top level and got distracted, but those 3 guys up there didn't contribute much other than entering the USO. Meanwhile there were 4-5 Lobstermen running loose and picking off your men one at a time. The worst decision was to send a heavily wounded Jimmy to grab a Sonic Cannon on the ground when it was being heavily guarded by 2 Lobstermen. Back him off, take those guys who just cleared out the bridge and were sitting there picking their nose out of the ship to help. You seriously needed backup there, and having half your squad holed up in the USO doing nothing was a waste. Just be glad that Lobsterman didn't pop off his DPL, otherwise it could have turned out far worse.