In the interests of compiling things in one, main thread...
1) The Sorcerer King seems to send out a lot of 1 unit armies that can often be killed without having a full tactical battle. I assume that the Sorcerer King probably has to do some scouting so I can understand some of that, but he seems to do this A LOT - and to some of the same places over and over again.
2) Sorcerer King units do not attack outposts - is this how it's supposed to work?
3) Suggestion - units on the same tile as an outpost or inside a city get a defensive bonus that represents the walls or other defenses of the structure/city. If this is already happening, please make it more obvious somehow so that players may appreciate their own (possibly inadvertent) cleverness!
4) Sometimes the cursor/tile alignment is off on the tactical battle map - what I mean is, when one is using the mouse to select a tile to move a unit in tactical combat, sometimes the tile that highlights is not actually the one under the cursor. This has only happened to me once or twice and seemed to correct itself when the turn passed to the next unit in the initiative list. (I will admit the possibility that a combination of the late hour and the isometric perspective of the tactical combat could have been playing tricks on my eyes).
5) Balance suggestion - Archers vs Trog Archers - I am not a techie, but I am a game-rules kind of guy (rules, their interaction, and their effects are a big part of my profession in real life).
Here's the problem: The Trog Archers (great unit, btw) do so much damage that they can one-shot player made archers. Player Archers have such low initiative that they often die before ever getting to act in combat. Meanwhile, the Trog Archers seem to have medium-high(ish) initiative scores, which means that they virtually always act before Player Archers get an opportunity. Also, I have noticed that AI controlled archer units tend to attack the player unit with the lowest HP at any given time, and archers are relatively low HP units. The up shot of all this is that I don't really want to build archers myself since I never really know when I might have to face some Trog Archers (bandit archers seem to have lower initiative) and when I DO face some Trog Archers, my archers tend to die before they ever have a chance to act at all in battle.
(Edit: Just took another look at the new patch notes. Was the "Snipe" ability the cause of this problem?)
Solution: We either need a damage penalty for ranged units based on distance from target over (i.e. greater than) a certain number of tiles or the initiative score of Player Archers should be raised so that they might have an opportunity to act before they are killed in one shot. Alternatively, raising the HP of Player Archers so that they could survive the initial attack could work. But please don't alter the Trog Archers! They are a really cool enemy and I like the flavor of them being a glass cannon.
6) Suggestion - Notification when the AI uses a special move in combat. Sometimes there is a graphic and you can kind of tell what's going on but it doesn't seem like that happens with all special moves to which the AI has access.
7) Scouts - when ordered to "Explore," Scouts will not pick up treasure chests. This may be working as intended but it would be great if that could be changed. I don't mind moving my scouts manually on the smaller maps that we currently have access to but I could see it becoming a bit too micro-managing-y on larger maps where multiple scouting units would be necessary/efficient.