Are you going to fix the attack tooltips (they seem to stack on top of each other)?
?
Also you don't use faction power in your screenshots but with it enabled it's a bit wonky, might want to move it up a bit so it doesn't look like this: http://i.imgur.com/mg5FAbS.png
TLDR: this will be addressed in the next update.
The main aim of this mod (if it's not already apparent), is to streamline the game-play experience and flow of a turn. It's actually quite difficult for me to get sucked into the game using the standard GUI, as it constantly draws my attention all over the screen... it works OK in small resolutions, but the default UI's design feels more akin to a data management application than a game. It just doesn't foster the psychology of a "sovereign" for me. Given that this is a turn-based game, and the design goal is "just one more turn", I should feel very inclined to click that Turn button, but instead I ALWAYS feel that there is something I forgot (to click first). Most of the time I actually didn't, but the very feeling that I did turns me off immensely. It's a feeling I associate with work. I believe this is simply because there actually IS ALWAYS something to do - in every corner of the view-port: all of the main game-play elements are relegated to the extremeties of the screen. Instead of
centering the psychology of a "sovereign" (or whatever is currently selected), the standard user interface follows traditional application schematics; which attempt to maximize monitor real-estate. This also has the effect of generating a modern, or even futuristic air. Sometimes I feel like I am playing GalCivIII, and FE/LH is just the "old period". A game's graphical user interface should focus on fostering a certain psychology, and presenting data as such, function regardless of resolution.
This mod actually started as a personal refinement of the user interface for FE, in which I made even less use of the faction power window than I do now. Personally I would just like a link to the Foreign Relations window.
I had a major change release half-way ready that addressed this, but ran into some insurmountable bugs/hurdles that I couldn't iron out. My plans altered slightly, I should have a less major update available soon. I will continue practicing the spell "25th hour" as well, (the RL game is quite demanding atm).
other than those two small things I think it looks great. The battle screen improvements are fantastic because it's so hard to see active units in native.
=]
Thank you.