Some more quickies:
*Road pathing--sometimes the travelling group goes offroad and loses movement when there's an obvious road/path to the destination, so this causes players to have to micromanage movement to get the results they want (which is probably not a good thing). I haven't really figured out when my guys will faithfully follow the road, and when they decide to get sidetracked--sorry I can't be of more help.
*There's a staff that's supposed to give +1 mana per turn, and I saw no such evidence (from equipping/unequipping) that it had any positive influence on my painfully small amount of mana (versus how much I'd need as a caster to not be dead weight).
*Speaking of terrible mana problems, my main group had been sitting in a city (not fighting) and I had plenty of mana, yet when I reloaded to continue playing the next day, I was baffled to see I had -4 mana, and I could see no reason for this huge drop (other than data being lost on a reload?). Not sure how I could possibly recreate this bug or track it.
*If not already on your must-do list, I recommend alphabetizing all Hiergamenon entries (once it's completed).
*When killing a caravan (I know, I'm a bastage), you don't show losing that move, even though you do, so your group can end up looking like you have a movement points left, when you cannot move any more.
*On the "collect 2 dragon eyes" quest (which really isn't difficult to research up to), I suggest toning down the freeriders camp a bit if you want anyone to succeed around the level they can go on the quest (that fight in a normal difficulty game spawned 9 huge groups of better equipped guys and very easily handled the best I had).
Cheers. I hope the devs keep at it until it becomes the enduring and endearing classic it can be.