Has it been nearly three months already?
I guess I ought to do my part, so I'm gonna list out of few bugs and suggestions generated from my off-and-on-again experience with the alpha.

....

[Bug] Female torso model is invisible/transparent with robe equipped.

[Bug] The loading screen is pretty obviously a placeholder, but I thought I'd mention this anyway. The little loading circle-spinny-thing freezes during the loading process (100% of the time). There should be a bar or something that consistently increases as the game loads to make it clear to the player that the application hasn't stopped working during long load times.

[Bug] Mini-map does not display proper terrain--for example, when you start the game you spawn next to a barren mound of rock; the mini-map displays an enormous tree on this rock. So either the mini-map is based on an OLDER version of the game world map, the tree is there but not displaying properly, or the tree is supposed to be there but hasn't been placed yet.

[Bug/Suggestion] An infinite experience exploit exists: you can revive a dead creature in their default state. I really love that you can pay off accidentally killed NPCs so that they will "forgive" you, BUT you can also kill them AGAIN for the same amount of experience. If possible, I'd suggest halving experience earned for each subsequent kill.

[Suggestion] Character creation if fundamentally broken. Yes, I know it's a placeholder. But options to change character face and hair models don't really work as the camera is too far zoomed out to actually SEE those changes.

[Suggestion] Ideal experience allocation: each party member gets 100% experience from each enemy killed by a party member; each party member gets only 50% (or less) experience from enemies killed by NPCs.

[Suggestion] Modify loot tables. I've started more than a dozen new games, and I've noticed that the randomized loot is... not quite random. Barrels/crates are either consistently filled with stuff, or consistently empty.

[Suggestion] Direct skill AP information--rather than forcing players to open up tooltips to see the AP cost of each skill, a visual indicator would be much better (and more efficient). Either a number indicating the amount of AP (if it could be done in a way that wouldn't confuse it with the keyboard numbers) or icons. I.E. There'd be four tiny little symbols at the bottom of a skill icon that costs 4AP to use, etc.

[Suggestion] Remove or shorten the tooltip delay. Please.