This may be a pointless post since it's been said numerous times that the internal beta is different from the public beta but I felt this needed to be brought up.
Right now the game feels rather bland. While playing I honestly feel like I'm using a program to manage a civilization rather than actually building a civilization myself (and playing a game)... if that makes any sense. Things seem too "chorish".
There is also FAR too much clicking going on. I hope something is going to happen to the GUI before the game is released - Brad was saying before that he didn't want to use tooltips for item information and yet right now you're forced to use tooltips to identify spells once you've learned over 12 or so (not from the spell book, but the spell tab).
Also the various kingdoms/empires/races appear to have little differences.. the only thing (visually) separating a Trog from a Human at the moment is slight texture change. Differences should stand out immediately.
Another thing that is greatly annoying me right now is how the research is being presented. I don't exactly agree with the actual system of randomly selecting breakthroughs - but I can easily live with it; what I'm talking about is: not knowing how a research item is going to influence your civ. Right now upon selecting a breakthrough I'll be informed that "object X" will be unlocked - rarely will I actually know exactly what object X is and why I may want it not to mention what sort of new research will become available if I choose the specific breakthrough. Displaying researched / available / future breakthroughs in a tree format with detailed explanations about the various unlocks / improvements would be greatly helpful.
I've already read from Brad that city building needs to be balanced which is good; I'm just not sure if balancing it is enough. Ignoring the immense amount of vagueness (why can I not build on that bee hive yet despite researching it already) city building lacks any measurable amount of choice needed from the player: 1) found city 2) build resource producing buildings (namely food, money) 3) continue to improve city by building every single improvement in a sequence. You might as well change the city building entirely to just involve 1 building that represents the entire city that just increases its output as it grows.
I really look forward to seeing the tactical battles of 3A, I'm hoping they add something that is currently missing to the game.
I know I'm ranting a bit without being terribly specific but I'm tired as it's 2 am here right now.