*Letting pioneers raze improvements makes those no-cost punks even more out-of-balance, so I suggest allowing only military units (those with an attack above 0) the ability to tear down improvements like outposts.
*Along those lines, I also think there should be a cost associated both with pioneers and outposts (small, but not zero), and we already know the game can think in fractions of a gildar (so have a pioneer cost 0.2 gildar upkeep, and an outpost cost as much as a typical 3-unit group at 0.5 gildar per season). This would make the strategic choices more obvious, rather than simply spamming pioneers and outposts to capture resources just because you can. I know this is being addressed, but wanted to give my input even though I'm entering late in the game, so to speak.
*The tooltips disagree about what charge does; +3 atk/move on the first turn, or move/init? My suspicion is someone thought charge was OP adding attack, so they changed it to add init (which is silly-worthless for a first-turn-only ability). If that's the case, could we consider +3 melee-attack-only/move with a small defensive hit (like -5 dodge) to balance it out?
*The "Detail" button on the city menu moves around under various circumstances, which is mighty confusing when trying to do things quickly (via repetition and muscle memory). Without something in the queue, the "Detail" button is in the third slot, but with something in the queue, that becomes the "Rush" button. Oops. I've rushed a few buildings unintentionally because the "Detail" button won't stay still. Good UI design keeps an oft-used feature in the same place.
*In my last medium/normal game against Resoln, I encountered a HUGE stack of their units, and it took 2 of my armies 2 turns to clear the road (fighting about 9 battles per turn with each army). While the enemy has every "right" to spam out worthlessly small armies, it is far more boring/less epic for the player to have to fight 30 separate battles on a single tile. I have a save game available at that spot if a dev could use it to figure out how that happened and how to prevent it.
*Of the 4 games I've tried, the crystal mines seem to be a tad too plentiful (only a little bit, mind you), and I use quite a bit of magical items in my builds. I never came close to running low/having to prioritize. As a counter-example, mounts are rare enough to make you choose carefully which units get to ride, though not so rare as to make that aspect of the game worthless (i.e., perfectly balanced in distribution from the few games I've seen). Could a simple fix be lowering the amount of crystal you get from each mine?