I have noticed a few things about the gameplay in FE.
First, during combat, units need to be able to defer their actions to later on in the round, not forced to give up the turn because they have a higher initiative and can't move because the game has placed them in the back. On that point, any stratagist will tell you to put your archers in the back, not on the front line, which is the case here. I am constantly faced with issue that my infantry is in the back, penned in by my archers, who just happen to be on the front line.
Secondly, the build que in a city. If I find myself needing to change my current build/training unit for something else, I am forced to quit the build, losing all the time invested so far, or, pay to have it rushed up. I should be able to shift things around within the que to change my current focus.
Another observation, travelling monsters only ever attack your troops while enemy troops pass by unmolested. Speaking of enemy troops. It seems they are able to pass through any teritory without hinderance, even though you have no treaty in place. Troops should be hindered when they are moving through enemy teritory. It is hard to move fast when you are constantly vigilant of the enemy, and supplies are tough to obtain in enemy lands. this should cause movement to be slowed by some percentage.
Something else, the NPC players seem to have the ability to spawn pioneers very quickly, allowing for rapid expansion. Being a history buff, the past has taught us that empires that grow too large too quickly find themselves in serious trouble. Unrest should be increased with every new city that is created. The older a city is, the less unrest is generated. This accounts for the fact that populations will rebel at first, then slowly come to accept the current government. In this game, the key is to have as many cities as possible. The one with the most cities wins. This is not realistic and should be addressed.
I will post more as I see more things while playing.