He said research was WAAAAAAY slowed down and research is required so yes...
Yup. He also mentions in the vid that this is probably how they intend to add difficulty. I'm guessing their goal is to lessen it slightly in the tactical battles (By giving soldiers more tools), while adding it to the strategic map (By making research make or break you.) Which is good, in my opinion, I always enjoyed XCOM's overall strategy as much as the battles.
In the main game, when people say it was too short--I think, as you said, that is what everyone was really talking about. It felt like new armor and weapons just flowed in, even on the highest difficulty, the only "strategic" crunch time was at the start of the game--after that, I was never pressed to develop just to survive against the aliens (Especially considering you controlled the story pace). If they can tweak it so your research and your manufacturing output matters, a lot, in terms of whether you can keep pace with the ramping up of encounters? It will be a much better game.
Which also might explain why they've added things like auto heal and tougher troops--they really want to make it about the overall strategy, too. So there isn't the huge amount of frustration from instant and sometimes arbitrary deaths in battle (Though I suspect fuck ups will still be punished). Instead small screw ups won't spiral out of control into ridiculous defeats, thanks to the extra padding, but they will hurt by having soldiers down and larger and larger draws on resources that are desperately needed for other things (More engineers, scientists ect). Which I think is a really good direction, the strategy map needed more resource management difficulty outside of what you faced in the first few months and managing global panic. (Which I like the change to as well--I like that you can be proactive in reducing panic through missions.)