The magic word, though, is potential. There's a critical flaw in this element, and it absolutely undermines the entire mechanic. A total team wipe usually follows any squadmate's death, and the death of Agent Carter results in a quick reload at the nearest checkpoint. Being punished for partial failure but not total failure doesn't make any sense, and means that any time an agent dies you'll likely just die as well, getting them back and removing all pressure the permadeath element would include. This also means you won't get a chance to check out different agents classes' abilities unless you force yourself to.
There's also the matter of the story, which starts off moody and interesting before outright collapsing in the final hours. Since it's set before the events of Enemy Unknown (but in the same universe), the game needed to explain why no one heard about a massive alien invasion some 60 years prior. Unfortunately, the game's reasoning starts and ends with "it was a long time ago and they went after small towns," acting as though the lack of internet in the 1950s means no one would notice a large-scale invasion of the suburbs. That excuse really doesn't hold water when the aliens are essentially killing thousands, infecting them with diseases, and constructing huge bases on the surface. There are several instances where the game makes strange, illogical leaps in favor of creating a narrative that will tie together with Firaxis', hoping to tie together plots where no reasonable connection exists.
Even without that, you'll struggle to relate to any characters in the story. They all seem to have conflicting, uninteresting motivations that never really feel all that fleshed out, and much of the story relies on drama that is never given time to develop. The worst offender is Carter, who doesn't so much speak as he does croak, spurting out uninteresting dialogue as he stands still, stiff and constipated. By the end he's hardly likable, relatable, or even understandable. He just sort of does stuff while you stare, confused, at the screen.
There are plenty of good ideas in The Bureau: XCOM Declassified--the story takes a few interesting turns, and the gameplay slowly evolves into a fun, complex shooter that rewards strategic play. It never does these things at the same time, though. You'll find that you are either interested in the compelling story but bored with the lackluster gameplay, or enamored with the thrilling gameplay and tired of the muddled story. Most of the pieces for an interesting, compelling experience are there, but they simply never come together to create a memorable affair.