- pyre of man - in description it says that it lasts three turns; however, after casting it and paying incredible 300 mana i was allowed to have only one action by this summon (thus, i am not sure whose 3 turns this spell last); in those condition the spell is total mana waste
- air elemental for some reason is the only summon (apart from shadow warg) that you can cast both strategically and tactically; other summons cannot be cast during tactical battle in order to have 2nd, though temporary, summon. No information is provided why only air elemental and whether it is intended
- space - when pressed on strategic map zeros the movement points. If later on one decides to move the army it is impossible.
- air elemental cannot fly over (even small obstacles) on most of the tactical battles
- units that are prone still dodge the attacks .... Very funny when you have high-dodge unit sprawled on the floor dodging 6 units surrounding it. When you are prone the unit should always be hit, with higher chance for critical strike
- inferno spell messes up icons of hero/troop's skills (if the unit passes through fire). Those skills that are on cooldown become shown as active, and all empty skill circles get strange yellow color. Also, speaking about inferno, units totally disregard fire - they tend to go through fire and take damage even if a path to destiny can be achieved around the fire zone
[Edited - sorry for 0.52]