So I can replace one OK event (in so far as it's used by the UnitIconManager code so was pretty much guarenteed to do what I needed) for one mediocre, known flawed (I play a lot of SV / quick combat games on trains), event - thanks Firaxis/2k Games!
Pretty much. The thing is, RunCombatSim and EndCombatSim are useful for so many other reasons that I've basically given up on ever using SV or QC ever again. Once you make that commitment, there's really no further downside; they're actually really good functions, in that they pass a lot more useful info through the argument lists than most other events do. So, in my mods, I use those two events for Psi units, nuke interception, orbital defenses, Damage Reduction abilities, spontaneous healing, critical hits, phoenix respawning, battle-related Favor generation, and so on. It's no longer about trading the strategic view/quick combat benefits for one bit of code, I'm trading those two options for a ton of new functions. The only remaining downside I've run into is that the RunCombatSim for combat #2 might start just before the EndCombatSim for combat #1 ends; depending on what you're doing within these functions, that might cause issues.
All they really need to do is give us start-of-combat and end-of-combat GameEvents with similar argument lists to those two Events, but that don't conflict with strategic view or quick combat. Then, everyone would be happy. Until then, I just have to keep telling my players to not use either of those two options (which is a problem now that they've moved Quick Combat from being a GameOption to being something you can toggle on and off in your Options menu).
EDIT: Also forgot to mention, two other headaches of using these two Events?
1> The argument lists aren't quite the same. That is, RunCombatSim tells you the attacker's maximum HP, starting HP, and damage taken during the combat, and then the same three things again for the defender. EndCombatSim, on the other hand, flips the damage taken arguments for the two units involved, making it a "damage dealt" instead of "damage taken". So if you're using RunCombatSim and EndCombatSim events in a mod, just be careful with the argument lists.
2> When a city is attacked, the defending player is still set as normal, but the defending unit remains at -1. The HP arguments will still give good info, but you have to extract mission data for the attacking unit if you want to figure out exactly which city is defending.
2a> And if the attacker is a city and the defender is a unit, then you can't even do that.
2b> And if the attacker is a nuke, then there's no defender at all. Nukes target a hex, not a unit or city, so no information about the defending player is passed through. Again, you can extract the mission data for the attacking nuke to figure out where it was targeted.
So, if they DO get around to making GameEvents for combat, I hope they fix both of the above.