Just a collection of little feedback issues:

Should be able to light a torch from another character's already-lit torch. Says is invalid.

When fall prone early in character's turn, so there's still more than half their move left, why can't the character stand up the same turn? Especially as enemies who fall can often immediately get back up again.

When trading, I waste a LOT of time moving the items to be sold onto the highest-charisma character, often overloading him/her. Then after selling and buying whatever I want, I then have to distribute the items. It would be soooo much easier if the the trading window allowed items being sold to come from any character, using the party's maximum charisma stat.

When child is bitten by snake, it makes no sense that characters can't give her the poison antidote potion or revivify her. There are other times in the game where I would like to revivify an important NPC but is somehow invalid. Why are party members the only people who can be saved? [In general, there is far too much in this game that is 'unrealistic' (e.g. jumping to camp, sending stuff to the camp chest, long rest jumping the party around miraculously). It damages my immersion in the game.]

In conversation with Nettie, after she'd poisoned me, I used the threaten option ("Give me the antidote or I'll break you in two"), made the success roll, and Nettie's verbal response was, "All right! Master Halsin did say the tadpole was dormant..." Her response seems to follow from the conversation option I had but had not used ("But the tadpole's dormant - I'm not changing"). Her default assumption should have been that anyone who has been tadpoled would have been tadpoled very recently, because most transitions happen fast. One datapoint wouldn't have changed that assumption.

Camera is a major pain in the butt! Often I can't move it around to see what I want to look at, especially if near a tall object (e.g. standing beside a cliff). I can't even look at the side of the cliff to see if there's a path going up it. Need way to tilt camera and/or elevate it. A "Free camera" mode would be so much better than what you have now, just have it show black if it's looking at something no party member can see.

Putting items in a backpack is a real pain, especially multiple items. Have to select backpack and scroll down to the bottom of it to find an empty slot, and after putting one item in, the backpack inventory often scrolls back to its top. Please find an easier way(s). Maybe in Inventory screen, just drag item on top of backpack and 'letting go' will put it in (rather than swapping location with backpack). Maybe let us name backpacks, so when rightclick on an item to get the "Sent to" list, can list all the backpack names each character is carrying, letting us choose one to drop it in. Be nice to be able to select multiple items per move too, whether into backpacks or just moving stuff between characters.

Often a character will do a perception check, and pass it, but the hidden/perceived thing isn't displayed onscreen. e.g. Nettie's lab. Had one character walk past the secret door into the poison-filled room, he made a perception check, and nothing changed on the screen. I had to wave my mouse pointer all over the place until I noticed the mouse pointer change when it was over the secret door. The same problem also happens when my characters are walking quickly (i.e. I've clicked a destination 100 feet ahead say), mid-walk there will be a perception check, I'll pass it, but the characters keep walking and I rotate the camera around not seeing anything notable. Whenever I see a perception check start, I have to have the reflex of as rapidly as possible left-clicking the ground near where the check happened (to get the characters to go to that place and stand there), and then I have to carefully wave the mouse pointer all around the terrain to try to find what it was that my character successfully perceived but I personally don't have any idea about. Same thing happened in the hag's house: I made a perception check, was successful, but I had no idea what I had spotted. You need to highlight it, something like a popup box saying, "Character [x] spotted this [description or arrow pointing to]." Maybe after a successful perception check, the perceived thing should appear on a left-Alt.

Using the "Rusty Necklace" to cast Guidance. If cast it on self (the wearer) then other character, the self's character tile in the very bottom left still shows the guidance icon on it.

"A strange symbol glows, marked on their flesh". Where? I couldn't see any symbols on their flesh. Why is the game telling me I can see things that I can't?

In dialogue, please don't have the space bar = option 1. Sometimes is a damned nuisance.

When the battle log is opened, it should already be scrolled to the bottom to save the player having to do it.

Battle log, when mouse over "hit" (etc) in order to see the dice rolls, the popup window often obscures the battle log. The mouse-over popup needs to be displayed a couple of rows above what the mouse is pointing to.

Battle log, displaying dice rolls, displays summarized information. I want to see everything (e.g. if had advantage, show both dice rolls).

When in "Inventory" mode, the characters are displayed in a different order than any of the other modes ("Equipment", "Spells", etc.), and it's damned annoying that F1-F4 doesn't select the character expected (i.e F1 doesn't select the leftmost character, etc.)

Why can't a different character take over a conversation? My party's usual march order is with the strongest characters in the front, and they are rarely the best conversationalists. If the party walks around a corner or into a room (or whatever), and a conversation starts, I usually want one of the other 3 characters to step in rather than just standing around being useless. It makes no sense that my speaking character can't defer to someone else in the party.

In combat, when shooting at a lower elevation enemy, the hit chance popup sometimes fails to state whether the shooter has advantage. I can see he does by seeing it stated in the combat log after taking the shot.

Map: The party accumulates several maps (I mean the ones shown when I press "m" for "Map"), but is only able to look at the map for the environment they are currently in. Should be able to look at any map, e.g. when in the Druid Grove, should be able to look at the map for the entire area.

The Hag's lair sub-adventure. My party sneaked into the lair where Mayrina is held prisoner in a cage. My party sneaked down to the control for the cage and lowered it without alerting the hag. The cage 'landed' and opened, and Mayrina just stood there. All of my characters tried to talk with her (I got the {...} speech indicator, or could right-click her and choose Talk), but no conversation happened. She just stood there saying and doing nothing. In desperation my characters stopped sneaking and just ran around the room trying to get the Hag to appear, and she didn't. (If it's relevant, before lowering the cage, I had Asterion sneak through the bottom door and grab all of the Hag's stuff, and also go thru the teleporter then come back. Did doing all that somehow 'break' Mayrina and the Hag?) I stopped playing the game at that point, as I thought the poison-cloud approach to her lair was utterly stupid. Larian did that in DOSII too (annoy me so much with terrains that were so bizarre and unusuable by their putative inhabitants that I decided the game was too silly to keep playing).