Playing with the grid off is well and good, but when you are trying to plan out future locations of units based on how many moves they have, this isn't really going to be an option...
I concur completely. In addition, I really think there is a comparable problem on the main map as well. On numerous occasions, I have clicked a square, either as a final destination, or as an intermediate step, only to find that my units move to another adjacent square instead. I might be a little sloppy with my cursor placement sometimes; but this game is unusually intolerant of failing to place the cursor PERFECTLY, each and every time. And sometimes, it seems nearly impossible to high-light the correct square, no matter how slow and deliberate one tries to be.
On a related note, it is sometimes very difficult to see exactly where roads are running - on which squares - especially amidst green forest squares. The landscape is dark generally; and some squares are so "BUSY" with vegitation, units, and "notable places", that it becomes all but impossible to see where the roads are running. We hardcore 4X game fanatics may put up with this, but the more general run of game players may find this problem intolerable ...
I sure hope that the game developers clean up the visual aspects of the game grids (tactical grid AND main map grid), before they release FE in final form, to the general public.