I just saw 0.981C has been release. I couldn't see any of the following in that changelog so I guess they are still relevant:
Tactical battle setup option. This is one of the old issues for me that severely hinder the enjoyment of the game. Here is a sketch I made of how the 3x3 grid could be used to place critical troops in the ranks...
Mites and other groups severely inconsistent in their stats. You can enter a battle against 3 parties of Mites with 3 units per party. 2 of the parties will have a total of 3 hit points (3 x 1) and the other will have a total of 9 hitpoints (3 x 3). This also seems to happen with wolves.
Damage bar doesn't reduce when attacked by Troll. The damage bar indicator in tactical battles doesn't reduce when attached by trolls (not sure if this is impacted anywhere else).
Hard to pick damage amounts in damage bar. The damage bar fills with black as you take damage. It also has a black box around it, and it has a black drop shadow below and to the right of it. This combines to make quickly assessing damage difficult. Even full health units appear to have about 10% damage. Please change the black box to white and that would fix it.
Is XP still divided by the number of heroes in a stack? (I hope it is!) This should be indicated somehow - perhaps after a battle there should be a bracketed amount next to the actual amount to indicate what the full XP was. Rollover this would explain what is going on. Eg. 120 / 3 heroes =40XP.
Would still really really really like some sort of pop-up when a turn ends and a city isn't building. Did I say I really want this? This is such an annoyance.
Levelling up feels too quick at the moment.
Units should start battles in defensive posture.
When a resource is destroyed the game doesn't zoom to the location. This was due to be fixed at some point according to Kael but so far hasn't been. Is it still on the radar?
Groups, parties etc seem unbalanced. My preference would be to have them removed from the game entirely or to just have the size of a stack dictated by the quality of the equipment of the stack. That is, a lightly armed militia group would have 9 members but a fully armed squad with all the bells and whistles would have say 6 members. The game would decide this through an algorithm. Or... Allow the existing squads to upgrade to Companies etc. My preference though would be to only raise the number by one per level or to just drop the whole squad size idea. As a concept it's a balance nightmare and should have been ditched long ago I think.
Find unbuilt resources. It would be nice to have a register of resources that includes the resources within your area that haven't been built yet.
Game start is always the same approach. Spam pioneers; research civ to get Cooperation (so you can build groups); explore with heroes. The world doesn't make me play any differently each time. The AI doesn't force me down a particular line. The resources I find don't give me opportunities to exploit a different approach. By mid game I haven't built any combat units because I just don't need to. Why would I waste Pioneer time building a weak unit that can't be upgraded to Groups? The start of the game needs to be seriously looked at. It's fun - but it's always the same approach. Always! For a game with such a wide variety from the map generation it is really surprising that the starting phase doesn't throw different opportunities or threats. Terrain doesn't matter. Choke-points don't matter. Lairs don't matter. The map generation really only dictates where you need to walk to move your pioneers around to spam out your cities.