There are fistful of different complains that are too small and doesn't deserve separate posts, so I will combine them here:
M1. Battle aiming. I need to aim every character with clicking by enemy silhouette. While it's understandable and have the perfect sense for the aiming weapon (like bows and spells), for melee it's not only meaningless, but also have two annoying side effects. One is inability to hit some enemies that hidden in bushes/leafs/etc. (I had remarkably nasty battle with the orc ambush near Witch's hut, for example. 2 archers was virtually invincible, as I couldn't target them in the bushes with the anything.) Second is unnecessary/harmful movement "around" enemy, if I misclicked past him.
Solution is obvious: allow targeting by enemy portrait. It's perfectly works for healing, why it must not work for the harming?
M2. Environment changes. It seems, environment effects calculates differently for the different sources. Most probably, there is one way to calculate from "active" actions (like fireball or rain) and another - for "passive" ones (like elemental death or barrel break). But this is my guess.
On practice, we have totally artificial situation, where poison cloud/ice field/water puddle exist indefinitely, if it caused by the "passive" action or was placed initially - but exactly the same surface, that was made "actively", will mysteriously vanish after 3 turns or so.
Can I vote for changing environmental calculations to more fair (in my opinion, of course) changes, based on overall climate? I.e. any fire extinguished and clouds dissipates in the several turns at the "normal" outdoor conditions, while water and oil stays indefinitely, just as blood, and ice melts? (of course, in hot conditions water will vapor/disappears, and became frozen at the frost, in closed environment clouds can stay forever, etc.)
M3. Blood spots and Leech Talent. In current realization Leech is not fair. It heals you for the fixed amount of HP for every blood puddle, regardless of size of this puddle. It means that little blood drop will heal you the same amount as the full basin of blood. Strange.
I see two possible solutions of that: one is increase amount of healing proportionally to the amount of blood around, second is limiting amount of sucking blood.
Because skill is not overly great in general, first way feels not very good: it will only nerf skill even more. But limiting sucking distance (say, to one meter around character) feels like quite good modification for me. It will not change anything in most cases, but for especially bloody battles will be much more rewarding than current "go to 10-meter blood spot and get 30 HP for that".
M4. Traps and movement. Too frequently I see sad situation, where my hero spots trap - just second before going right into it. Can I ask for the force stop if any trap noticed?
M5. Secrets. I like the idea of the treasure maps - but current implementation is mission one important spot: _exact place_ of the secret. While it marked on the map (so I am presumably know exact place of it), in my log there is _nothing_ about secret location. It half-working for non-explored places, but for explored ones it's the disaster: how can I guess where is the secret located?? Am I need to visit every map and count/mark every secret?
Solution is obvious: add map name for every secret. Cyseal: Secret from the Stars, Troll Cave: Cryptic secret, etc.
M6. Map features. Well, this one is unsolvable, I fear, as map is not dynamic, right? Still, having on map all this fires (extinguished long ago), blood marks (sucked) and ghosts (disappeared) feels somewhat wrong...

Also, at the Kassandra vicinity there is one remarkably wrong place. While I see on map the rivers of blood flowing from her, there is nothing remotely similar in the reality. At all. I vote for "minor graphic bug".

M7. Demon invasion of the Homestead starts quite sudden: on any accidental visiting of the Phantom Forest map. While it have not much real consequences in reality, it still made my last third of the game quite nervous.

Can I vote for more conscious start of it? Like, fair warning _before_ entering danger zone, or something?
M8. Skill books. Can I see _already modified_ numbers for the spell, before learning it? Right now it's like "9AP, 100-250 fire damages" before learning, "15AP due low Pyromancer, 60-150 fire damages due low intelligence" after learning. Ouch.

It derives damages for Scoundrel and Man-of-Arms skills from the current weapons already, right? Can it go slightly further?
M9. Semi-bug, I suppose, but I can't be sure. Key for the Braccus chest can be found only at Kassandra. That implies L16 at least (I had L17 at this time). But _content_ of this chest suits exactly time of battle with Braccus, much earlier. It was legendary L12 item for me. Great find for L10-13, but for L17 it's mere useless trinket. If the chest can be opened by L10, I would suggest scaling drop (as it works for the NPCs), but if scaling impossible, or chest requires proper key - fair L15-17 items would be much better.
Well... My list is over, for now. I hope, it is useful.
