Holy Stable interface Batman! I played for two hours and the only crashes I got were totally unrelated to game play.
I would say at this point, you guys are pretty close to having the core of the game dialed in; now for the tweaks.
Notable Points of my experience with 1.09q thus far;
Starting with 5 Materials - Huge help. Only one turn of unavoidable down time in city development while I waited for a fifth population on turn 4. Thank you.
Pop Up Windows - I like the pop-ups. I kinda wish that there was some slightly more overt indications along the side bar when one of a city's queues becomes stagnant. Now, despite liking the mechanic, the pop ups don't wait for one another. You find out a city needs attention, then immediately get whisked away to select your next spell. I'm sure you guys know about this and are planning to fix it, but it's worthy of mention because it makes me want to punch babies.
"Free" Attacks in tactical combat - I you are a space away from your opponent and click to attack them rather than move into the adjacent space, you get the move and the attack both for 1 movement point. Not sure if this is intentional, but it happens every time.
Other Combat Stuff - The new armor ratings seems to be relatively in line. I'm still early game, but the hit/damage/soak ratio seems pretty solid so far.
Monster Aggression - I like the wandering monsters. I like that they are bold and attack you now. This most recent game, however, I had a bandit, two wolves individually, and a wolf and a bear come wandering over the hillside to explicitly attack my capital city. Four attacks by Winter of 164. It may be that was a "perfect storm" as it were, but it damn near cost me my game. How far out (spatially) are these monsters making the decisions to attack? It seemed as though they were literally coming from 7-8-9 tiles away with the express purpose of chewing on my little villager's feet.
Magic Spell Tweaks I like new Alchemy. Haven't used it, and haven't needed to now that markets work, but I like it none the less. Spells seem to be applying damage properly, and overall working as advertised (admittedly, I've not opened all the good books or researched to level 10 yet either). We still need some more flavor in the spell selection. I still think that researching new spell levels is ridiculous. However, we are really starting to get there in this department.
Thank you Stardock Development Team, named and unnamed, for all of your hard work. Your dedication to us as players continues to shine through in each of these massive improvements that you make to our game. I hold great hope that by next summer, E:WoM is going to be the game that I'm wishing someone would make a new one of for another decade.