Disclaimer: I haven't read much to avoid "taint". I have also skipped the Tutorial (to check how easy was to learn by ignoring it) and played the game at Novice (so I can make experiments while I play and because first game is always a test).
Had a couple of early crashes to desktop but later I have been playing the same game for several hours without trouble. Nothing special as in WoM beta I would get some solid patches and others that made the game crash too often. But good start if the low crashing keeps like that in future games.
I liked the presentation and menus in Elemental but I must say that Fallen is a whole universe better. Whoever are the responsibles for them, thank you for the work.
There is stuff to improve but the feeling is quite better.

Most people may not care and/or use it but the bottom part of the Hiergamenon screen, just above the Close button, could use some search options to filter content. It's nice to have all the proper content listed but being able to filter it, specially when you still don't know much of it, would be nice.

I play at 1280x1024 and the above is just an example of what happens given enough seasons. Sooner than that, it already happens but in a minor way. For people with wide screens may not be an issue but as it's one for me... There are various way to "fix" that. Moving the numbers to be under the icons would give some space. Another option is to group resources: Shards, for example, could be grouped into one group and that when you mouse over it, you get a window with the details (much like Prestige already does).
I haven't had issues with a huge list of spells/skills in tactical battles... yet. But I suppose that it could be the case.

I know that we can see the rarity of the new building for the city level up or the traits for the Heroes just by moving the mouse over the option. Altough eventually we are bound to know the rarities of the items because of lots and lots of playing, I would prefer to have the borders of the non-common items to be different. You already use different colour to label the rarities so it would be only a matter of using borders coded by those same colours. In that way I can determine which ones are the most interesting to check first just by looking at the screen as it appears.

Much of the same can be said about the loot when defeating enemies. It's easy to know that the items are not common when you see a name different than "Long Sword", for example, but could add to consistency to show the items colour colored by rarity.

Then there is some stuff like the previous image. The two Heroes to the left were already Channelers (the middle one, made that same turn) and should not appear as option. Or "Flame Hands" not showing as not useable when I'm not in range of any valid target.

And maybe it's explained in the Tutorial but I'm totally puzzled about the "Threat Level". Totally non intuitive in some cases. 

As many other things in the game, which is in Beta for a reason, this is still work in progress so I hope that things like the image above do not happen. Don't get me wrong, I find it amusing, but at the same time it's a waste of time as there is no way that I may accept such proposal.
In that case, she had nothing but a pioneer and a hero (the three were parked in Altar territory and a faction score of 4) and I was top dog. So it would be nice if theAI would actually weight their position versus mine before deciding if sending such a message and then make the AI actually make an offer that (at least in theory) could tempt me. Of course, I'm supposing that the level of difficulty actually doesn't impact this kind of diplomatic messages...
Also, I don't have pic of this and too lazy to take one right now but we still get something from War of Magic: when trying to reach a treaty with the AI, we still have to manually set the amount of money/DiploCapital to have the AI to accept it. I suggested it back in the day and will suggest it again: a button that adds the need amount of money (or Diplomatic Capital if that's what I'm trying to use) to make the AI accept the treaty (so if they require a value of 150 for Economic Treaty and they value mine as 100, when selecing the money option, the new button would add the 51 coins to make them accept).
I noticed that we can rename people and not just ours. Not an issue if it remains but at the same time, I fail to see the point of having it. I'm not saying "Remove it", just that I don't see the point beyond giving "funny names" to the opposition.
I had the normal speed for research and unlike WoM, it actually felt quite slow. It may be because still first game but I don't find it bad. Surely it will speed up as I know the game better but it felt good to have it to take a while to actually get better something than leather or even more to get some plates. It'll be nice to check this at higher difficulty level (where the AI uses more than armies of pioneers, spearmen and archers).
Missing the Dynasties. I liked them and always hoped for them being more fleshed out and defined. Apparently, no luck in WoM, even less here. Maybe we get lucky and Fallen gets an expansion pack with them...
It feels awesome leveing up the Channeler and Heroes. Being able to customize them for different roles as they level up or making them Jack Of All Trades is awesome. That we can buy good and bad traits for the units is also awesome and I wonder if by using techs or something, we will be able to give them more than 3 (beyond possible enchantments?). Still, quite nice the options.

The above were the units that I used for conquering and were excelent in first turn mayhem, with some extra support of hero traits giving extra bonuses (Initiative is best! but Dodge for the army was cool too) and the usual Growth Spell (poor Vetrar never had a chance... at least in Novice. Cannot wait to try at higher difficulty!). Those spears are awesome too, which is just one of the many interesting things about the new equipment system. I like things having a weight that may force you to use a horse or some traits if you really want to use the heaviest stuff. It's also nice to have each piece of equipment to have some type of strong point and bonuses (cutting, blunt...). Very very nice system going on there.
After seeing some of the magical equipment I do wonder: magical forge when?
Only three "tech trees" seemed few but it works quite ok. I didn't use Magic one too much but I have the habit of developing Civics and Warfare first. They seem ok but I need more games to judge. Getting spells depending on the level of the magic is ok too. No need to worry about researching spells now except by unlocking stuff in the tech tree and leveling up. But despite it being ok... not really sure. Need more games. It didn't feel so bad to get dirty researching which spells you want to actually know.
Surely there is other stuff but... hell, I would prefer to start a new game. It's not like if the beta was going to last just two days.
And nothing better at the end of a game than this:

