I played this game nearly all weekend and started three games, but finished the last one, winning by conquest. Here are some of the things that jumped out at me.
Hit point bars don't always update correctly when a unit is hit. Sometimes it even appears to split into a bar and a small bar while fighting, (both of them inaccurate). When you defeat a creature, their bar doesn't go away until they disappear, so until that happens, it appears that they have the amount of health they had before the hit occured.
Arrow/projectile animation is strange most of the time. It appears that if you fire an arrow from far away, the animation of you shooting the arrow will go, but the arrow won't animate, instead there is a strange delay and then all of the sudden the arrow flies in and hits the enemy from the left (always from the left).
When in the city info screen and hitting the details button on a city, it doesn't pop up until after you turn of the city info screen. If you hit it multiple times, it will appear multiple times. Can't it just pop up when you hit it and when you close it go back to the city info screen?
Aura effects are left scattered all over the map. If you use Regen or Fire Mantle, it will leave "green sparkles" and "fire rings" all over the map and they don't seem to go away.
The pathing your units move through near the epic cave encounter does not avoid the cave, so it can trigger without you wanting to because it uses the tile as a "shortest path."
Speaking of unit movement, it appears that units emphasize not being diagonal to the unit they are attacking and always prefer to be on one of the sides. If you attack a unit that has an open side, it will try to run to that side rather than move one space to attack it diagonally. It doesn't seem to take the shortest path ever, it just seems to take an arced path to one of the sides (if available, if not available it will move into a diagonal spot, but it is always less preferred by the path AI)
The Clumsy weakness that causes you to hit your allies in melee attacks should end there, but when you do attack, it allows for your units to counter attack. Even if my king is clumsy, I'm not going to hit him back!
After I defeated one of the other kingdoms their caravans did not disappear. It appeared to be stuck in a city tile.
When you have your units leave a city, you should be able to specify the direction they leave it so they don't lose a movement unit or end up on the wrong side, away from your roads, etc.
At the beginning I found my city and had a move left, but then I selected things to build in the build queue, and it moved my hero out of the way for the building and it took away one of his moves. That's not fair, as I can't control the direction the buildings are going to go or where my hero ends up after building a city.
When you move in combat, you should be able to move a tile at a time and your turn not end until you take an action. Instead, if you move a single tile but have multiple moves left, you only have the option to take your action. As stated before, the path they take is not always ideal, so sometimes I want to micromanage it.
I cast tremor on a unit so that I would be able to get back to defend a city in time, but instead of it effecting the army I wanted it to, it effected the caravan unit under the army. It never prompted me to chose.
The mouse cursor does not change to what it should if you don't move it after it switches from one units turn to the next. So if I attack with a melee attack against a unit and don't move my cursor but then it is my archers turn, the crossed swords still what my cursor looks like, not the bow. It doesn't change until I move the mouse.
If there is a stack of armies and I defeat the top one, it does not draw the army under it that I will be fighting, it only shows an icon above the tile indicating that something from that empire is there.
Attacking a stack of armies does not seem to have any logical order. It just seems to attack them in the order in which they were stacked instead of by who is the most powerful or least (most would make more sense, as if you were defending a tile you would want your best defenses first, etc.).
There does not seem to be a good indicator on the outposts themselves that shows how long it will take to upgrade them. You can figure it out at the "parent" town, but why not show the progress at the outpost itself (especially if it is far away).
Conquering another faction does not give you their outposts. This may be by design but I was surprised when this happened.
Asking a faction to surrender gives you their main hero, but also destroys their other cities instead of giving them to you. Again may be by design but not at all what I expected.
When I tried to customize a henchmen it would let me choose all of my options but after I clicked okay it would never appear. The only way I got one to appear the way I wanted was by editing and saving a different default henchman.
Simple difference, but if you mouse over the water that is land locked, it says "ocean." Why not make it "lake"?
Level 2 of a spell casting tree (like earth) shows a custom ability note that appears to be incomplete. Something like "HenchmanUpgradeSpell" instead of an actual ability.
Hurl boulder animation just looks like you throw an arrow.
When you conquer an outpost or city, the mines, fields, and shrines do not convert over until the next turn. This is a problem because I don't want to destroy them, but if I have to ride through them with my armies to get to the next city if I have move lefts, I will raze the improvement, which I should have rightfully taken over by conquering the spot.
Balance issue: bows and ranged staves are underpowered. I was excited to have my hero start with a bow and fight, only to find out the amount of damage they do is laughable, compared to the first secondary hero I got that used a sword, could counter attack, did much more damage than I did, and had more options to enhance his damage abilities in the skill tree. I tried to change from bows to a mage with a staff and it was just as bad. My best hero always ends up being a melee fighter and my ranged attackers barely do any damage at all. This is even using the race with the "special" bows.
That is a long list of stuff, but I love the game and what you are trying to do with it. Keep at it!