Autosaves need to occur at more regular intervals. At a minimum, after making and breaking camp. Ideally, every time combat is finished.
Shove should not be a bonus action. It's ok as a full action.
Need better system to identify when movement is required to cast a spell. If I'm misty stepping away from someone so as to not provoke an attack of opportunity, it kind of defeats the purpose if the character moves first. This could be resolved by only showing valid ranges/targets from the character's current position, perhaps a different shading for options that require movement to reach.
The goblin tunnels at the goblin camp make no sense. Ideally, they shouldn't exist, because otherwise what's the point of coming up with clever ways to take the high ground if they can just teleport up there on a whim? If you insist on including them, they need to cost some movement, either the goblin won't appear on the far end until a subsequent turn, or it at least takes 100% of their movement or something.
When playing online, my friends cannot use ladders.
Needs some sort of scaling. Running around as a level 2 or 3 character and running into a Flind with all its friends or a whole squad of lvl 5 Githyanki is an instant party wipe. If you want trial and error to be part of the fun, then you need (1) faster load times, and (2) faster combat, but mostly FASTER LOAD TIMES. For example, games like Ghostrunner are designed to be difficult, but to load quickly, so trial and error is part of the game. Your random TPK encounters + long ass load times = punishing me for playing your game by making me spend more time staring at load screens than playing the game. When coupled with the irregular and infrequent autosaves, it's a real bummer.
Speed up or scale down combat. I've noticed enemy turns take a long time--as in, they'll stand there for 3-5 seconds before deciding what to do, then I have to watch them do it. Please streamline the AI decision making process, and have an option to speed up their movement or something. This becomes particularly painful during large encounters, like the goblin camp. I spend more time watching the AI think about what it wants to do than I get to spend taking my own turns, which isn't ideal for a videogame. Either streamline the combat so the AI takes its turns more quickly, or limit the amount of enemies in any one area to 10 or less. I don't care if you need to toughen them up a bit to compensate, I just want to have an encounter that doesn't last for an hour (especially when I'll likely be staring at a long ass reload screen after I die)