- Storm - strategy game, core mechanics was developing your aircraft designs, test-flying them, building them, and defending your flying island with them. Big part of the game was trading in airships parts between factions. It also has arcade 3d-mode fighting system, where you controlled one of your ships, but it was unplayable).
- Net Storm - another game on flying islands - also strategy, but gamplay was very different - it was all about building towers, defensive structures and bridges to contain and defeat enemy flying island. It felt like real-time chess, positioning was the most important. It also had nice multiplayer mode.
- MAX - another strategy game - this time turn-based. It had nice system of resource extraction - you had to scan ground for resources, also your factories, defence systems, mines, etc had to be connected by pipelines for resources and power to be provided everywhere. So defending pipelines was important.
It's a shame it didn't take off more than it did. A re-release with better graphics would likely do very well in current competitive RTS game circles, though. Well as long as it had sufficient marketing and very good tutorials. Free to play with in-game purchases for different tower skins would probably be the way to go...
You could see the ranges of enemy units, and because it was turn based, you'd also spend a lot of time trying to come up with very conservative hit and run manoeuvres.
Still, an old fav.
Also, Laser Squad Nemesis is a game designed by original X-COM's designer. It's from 2003, so and has nice high-res 2D graphics.
It has very nice mechanics. I especially like the unlimited shots of opportunity fire (well, limited by the ammo left in the clip) that allow for fun play while being hugely outnumbered.
FS is also a lot of fun, but it just isn't as deep or complex as LSN. Fewer enemy types, less variety in level design. On the flip side, though, this means that most matches are over much quicker than LSN (a one-sided match often took 20-30 minutes, and hotseat games back in the day often took us an hour to finish!)
Crossbow too late to matter (you said "in the West", and my comments are likewise restricted), though... whatchu talkin' 'bout? Crossbows in Europe are over 2000 years old, so "too late" seems a little improbable. And they were the dominant ranged weapon in most of Europe for hundreds of years (roughly 1100-1500), so they totally mattered.
The mechanic is deep enough that it can still be fun to play a few rounds with a friend, despite the utter simplicity of the game.
Also, Dragon Strike was a very enjoyable and different flight-sim style game set in the Dragonlance world.
Licensed didn't mean "bad" when it came to Westwood back in the day.
Death Gate was Legend, not Westwood, right? Kyrandia were definitely above average P+C adventures, but there were so many good adventure games from that time-period that I find they stick out less.
Heroes of Might and Magic 4. What REALLY is unforgivable in the game is the AI, which - mostly due to time pressure - even its own developers described as "lobotomized". But it has many things new to the serries, including obstacles affecting line of sight in combat, towers that need to be manned (no more turrets that are either too weak or too strong), separate initiative and speed stats (greater flexibility in units). Gone is the notoriously hard to balance Attack Skill, Defense Skill, Spell Power and Knowledge (attack/def got stronger and stronger as turns passed). Heroes4 riped off Master of Magic spell system, which in turn ripped off M:tG spell magic colors. This means that magic schools are actually unique and work in different ways. Heroes 4 is a broken game in a couple of ways, but a library of intriguing mechanics as well.
Nox. Easy to mistake for a Diablo clone, Nox by Westwood Studios (neglected by EA) has no random loot, no chance-based dodge or shield block or hit chance, practically no resists. All spells remain useful thorough the game. Nox has many interesting spells and mechanics. It is skill-based instead and combat is very satisfying. The most noticeable thing in the game is its fun line of sight algorithm. In Diablo, you can anticipate big fights because you can see past walls. Here, you can't. Teleglitch is a new game that also has this mechanic.
Age of Wonders: Shadow Magic. Like Heroes 4, it was sunk by bad AI I believe, but is a great game especially in multiplayer. I would describe it like "Heroes 4 done right". Flying units, spells on adventure map, Master of Magic-like research and magic system, the ability to build towns and roads as well as raze&rebuild neutral structures. If an ice witch passes over land, it's permanently covered in snow. Try that over water or enemy city's crops !
And play board games. Board games have many mechanics unseen in computer games. Try ones like Dominion, Neuroshima Hex, Seasons, or Dungeoneer. The last one may appear like just an improved version of Talisman, but it has one wonderful mechanic. Buffs and positive powers are used from a SEPARATE pool. Normally multiplayer games have a problem where by spending your resources on hostile actions you don't help your cause but make the target of your malice easier to beat for others.