The system has been working this way since the PC Weekender demo (with the exception of the inventory system which wasn't in at that point). Of course, the thing that makes it seem like a 2AP system was the default "one shot per turn". I've been beating the "allow multiple shots" drum for a while - both
as a community requested feature and as something I would like to see personally - as I feel that would be a fantastic mechanic to revisit. Hence, it's being tested.
I think what causes some confusion is the "movement" ranges on the UI - as at a quick glance you'd be forgiven for thinking they're just the same 1AP/2AP-Dash system from XCOM. We were using it simply to show how far you can safely move before not having enough TUs to use your currently equipped weapon. (We're also adding a "TU bar" as a visual representation of your TUs (the bar live updates as you hover over tiles/actions)).
The demo is getting a few small updates for EGX Rezzed next weekend, including these UI updates, and also the "free-aiming" system. Nothing of the aiming systems in the previous demo has been removed - you can still snap-aim as before.
Now you also have to option to manually take control of the cross-hair and fine-tune your aim (or shoot at cover if you want). This shouldn't be confused with the Sniper ability which snaps to body parts and gives a massive aim bonus. There are also other UI changes to better indicate which skills come from your soldier and which ones are tied to your weapon/equipment. Better representation of Minimum/Maximum damage when aiming, multiple stacked bleed indicator, a better explanation of individual body parts including HP and armour when targeted.
Hit chance indicator for return fire when aiming at enemies with that ability. A visual (not numeric) indicator that gives you a rough approximation of how likely a shot is at killing the target. Probably a few more things that I'm not remembering right now.
Edit: And of course the inventory system, complete with weapon reloading - and yes,
the assault can pick up and fire the heavy's rocket launcher or machine gun. - this might not make the demo build,
but will be in the backer build at the end of April.