I'll add to this list:
Tactical Battles
- Would like to have a option to delay your attack
- I think there should be bonuses for flanking and attacking from the rear. A unit that is surrounded on three sides should also get a defensive reduction.
- Some terrian features should block line of site for ranged attack. On a couple of the tactical maps there was a tree line that I attempted to hide a injured hero behind - but it did not block any ranged attack.
- Horse/Warg units should have a CHARGE ability as a special ability. As it is, I'm not finding Horse units to be all that effective.
- Terrain needs to play a larger part in the battle. In one map there was a object that looked like a wooden barrier, but the Troll walked right through it.
General Gameplay
- There may be a bug in the Tax system. I had to raise my taxes during a war from normal to high in order to limit my income loss. Later, my income had gone up to +74/turn, but every time I attempted to lower it back down to normal, the income was always negetive. Also, I noticed that the AI seems to operate on a negative income a lot.
- Caravans need some work. Someone posted a suggestion that they should be removed from the game and replaced with something like a Trade building that automatically creates caravan routes between cities. I love the idea of caravans, but I don't want to manage them.
- Research seems a bit too long. Also, I started to research something in the Magic tree and it forced me to research other technologies in other research trees first. This was very confusing at first - you might want to use a popup window and let the player know all the techs that need to be researched before the one they selected can be done (with estimated research times as well).
- Clicking on a City Icon on the left side of the screen didn't center the screen on the city, but it did bring up the city details UI. Bug?
- Shops are boring. I think some random items that can be bought should show up from time to time to make it more interesting.
- None of the default combat units come with design traits - I think the default should be to use all the available traits in the design and let the player make units that don't have them instead of the other way around. JMO.
- Heal spells are too limited - they need to scale better.
- Cities still feel too much the same - other than a few buildings, you can build 90% of the same things at each. Maybe each time a city levels, the building choices depend on the selections that are made before it? Same thing for training, can some cities have combat traits that are tied to the buildings built there?
- How about adding abandoned Portals - much like the wormholes from GalCiv? These could be guarded initially, but once you cleared it, it could be used to move your forces to a different area of the map.
- Trespass shouldn't automatically move your units back to your or neutral territory. You should get a warning, but allowed to stay in place until the next turn where you could move your units again. This elimates the problem where you need to spend one turn in another territory to get to another area.
- Diplomacy is very weak. I hope there is more features planned here.
Otherwise, I'm very happy with the way FE looks - it certainly is much more fun that WoM and I think the FE team is on the right track. Game looks pertty good at this point.