Yes, there seem to be quite a few problems with the way the tactical battles have been programmed. Brad has mentioned that the multi-threading code should have allowed many calculations to occur concurrently but tactical battles seems very linear in the way the code runs them.
The problems are:
1. As mentioned in the OP the damage and feedback text during battles is not consistent and sometimes shows incorrect information.
2. You have to completely wait for animations to finish before it is safe to select a unit. This one really gives me the shits. Example: One archer is shooting at an enemy unit. You then select the next archer unit - which it highlights. The first animation isn't done yet but you're trying to setup the next attack. The animation finishes and the archer unit you had selected loses focus and another unwanted melee unit gets the focus. You right-click the target and instead of an arrow streaming toward the target your melee unit leaves its spot and tries to find a path to the target. This functionality is what you expect from games over 15 years old - not games that have multi-threading.
3. Sound will intermittently cut off during battles as though it is running out of memory or resources.
4. I still don't think the battle card calculations are accurate but until someone from Stardock explains what is happening in the battle calcs there is no reliable way to double check. A unit with a to-hit percentage above 90% should be only getting a dodge result one in ten, not one in three which is typically what happens.