The Good:
A lot of small things are coming together. These little things used to drive me nuts and really detract from the game, but now they are fixed.
The economy and the balance between improvements and natural resources is one thing. You don't need natural resources but they are helpful. Food is the exception unfortunately.
The increased importance of materials is another thing. 4 strong groups forces you to build more then 2 or 3 workshops.
The limit on unlimited improvements actually works quite well. Although I wouldn't mind trying out a version where the limit is on the improvements in total not on specific ones.
The reduced build time on improvements is interesting and does make the game faster. However maybe a small increase to 2 or 3 turns. Right now it is a little to instantaneous. It feels kinda weird.
For the first real time WoM has a functioning and deep Economy, and it makes a huge difference.
The Bad:
Lots of little pathing issues. Sometimes units don't continue paths from other turns, and they don't enter cities etc...
Monsters are too weak. My Sov got a cloak from a box and I bought him a padded chest piece. He then proceeded to wreck hordes of monsters by himself without taking damage. I got level four cities way before the monsters got tough. I invested quite a lot in adventure tech but by the time second level monsters started spawning I had light plate! Plains Wargs do like 7 dmg? That would barely hurt someone in padded armor! Monsters need to level faster and they need to be a little bit tougher. A lot of them just don't have the attack power to hurt units in even basic armor.
Boy was I surprised when I completed the Knight quest by going back to my capital, is that ever explained?
I got a message saying I had inherited an Empire but it was actually another AI player who had.
AI seems to develop none capital cities extremely slowly.