I just have lots of suggestions so I collected them here instead of making lots of little posts. These are just my current suggestions based on a little play, will have more once I really start understanding the game as a whole.
Show the path for the current unit selected. Also having an indication of how far it can move each turn would be good (i.e. like Total War series on campaign map or HOMM).
Have automoves happen at the beginning of the turn instead of the end. This is how pretty much all other games seem to do it so the change can be confusing to some. I believe you do this as it gives the player a chance to change their minds but I find having an out of date picture more of a problem (i.e. you may discover units or towns during your moves which could make you react differently). The benefit of adjusting your moves can easily be conpensated for once you understand how things work by just not using automove in crucial areas. I think it's an improvement.
When automoving should center on the unit before moving it so we can see where it is going.
Scroll speed by default is way to low. It also needs to be adjusted based on zoom level as others have mentioned.
Minimap and terrain window should be on by default.
Movement point indicator for unit should display current and max, not just current. Can just be in a tooltip if room is an issue.
Noticed in current build that there was no initial research. I like having your capital or sovereign produce 1 point so you can get started right away.
Since you are using battle rank for the main indicator of strength this should be displayed in the unit details screen (the separate window). Also combat speed and abilities are not displayed there. They should be.
Have to say wandering units are pretty strong. Finding it difficult to level my sovereign as most battles are too hard and the ones that aren't usually have something really mean close by. This would be a good thing to be able to tweak in the new game settings screen.
Autobattle seems very primitive. In a real battle not all units will be able to attack every turn. Things like movement speed and terrain seem to have no effect. Autobattle should try to play like a real battle as much as possible. As it stands now it looks like I would not want to rely on it. Hopefully it is just a place holder.
Research screen needs a lot more detail. Should tell me what each new building/equipment type does and should tell me if this opens up any new potential techs.
Not sure what is wrong exactly but I feel the interface needs some work. Just personally find it a bit painful to do things. Would rather have it take up more space than require all the layers it currently has.
Currently you can only recruit NPC's in your territory as far as I know. Should also be able to interact with them if you move onto the same space as them with a unit of yours.
Leveling up gives you 10 points but each point only increases by .1. Makes more sense to just give us 1 point and have all increases cost .1. Also not sure if this should be the case, are all these abilities of equal value? Only getting +1 str on a level up seems kind of minor for the effort it takes to level. Guess it depends on how often you see sovereigns leveling up.
Seems you can't design a unit with no weapon. I would like to be able to do this for a scout or similar non-combat unit to save costs.
Initial default units only include a pioneer and peasant. Should also include a scout as we start with the necessary techs.
Should notify us somehow when a unit has no orders. To compensate just add a sentry/guard type of order for units (maybe the entrech is good enough but haven't played with that yet).
Unit descriptions and tooltips don't seem to tell you which kingdom they belong to. Color isn't enough as I have no idea who"yellow" is. Maybe I just missed it, if so it needs to be more obvious.
Weapon techs seem to minor. Have Iron Dagger, then Iron Shortsword, then Iron Longsword. Seems like an advancement should open up multiple weapons. Maybe short bladed weapons (dagger and shortsword), long bladed weapons (longsword and claymore), etc.
Also noticed that a daggers combat speed is lower than a short sword. Seems like it should have lower damage but higher speed. Hoping weapons have niches based on type. Fast attacks with lower danage better against low defense, slow but heavy better against high defense etc. Also weapons from what I've seem are rather uninteresting. Hopefully we will eventually have spears have bonuses against cavalry and things like that.
Warlord perk wasn't working for me but it gives 2 free units. Most other background perks give a bonus that lasts the whole game. Would perfer to see that for background perks.
Noticed Altar has no bonus. Guessing it's just not displayed now but feel it should have something listed even if it's just balanced or something.
NPC cards display destination in coords. Shouldn't know this and coords are useless anyway as far as I can tell. Should be removed.
We are told when NPC units are recruited by other players. Shouldn't know this.