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Why? That is anybody's guess. My guess, but it is only my guess, is that it is a combination of a) they didn't particularly want to spend the considerable extra resources on an in-battle save/load when they already had a save/load function working in their KA game engine and make no mistake, NeoCore is a small developer and these things are expensive to do (and test) the first time around, and b) that it is known that having an in-battle save/load detracts significantly from the tactical challenge of a game and breaks up the flow of gameplay, so for whatever reason they wanted to present something a bit more like old-style challenges - contrast for instance with MechCommander 1 or Dark Omen.
At a guess, should NeoCore survive the next few years their next game engine overhaul will feature in-battle save/load, but it is doubtful that it will be added in the games developed to milk the existing game engine and make it turn a profit.