I just think of it, so it might sounds good but might not be practical in Larian's engine, but I share these just in case.
1. Be able rewind for currently controlled player for movement. One thing I don't like about XCOM's action point system is, once you committed the move, you can't go back. ie. you move your character to a cover, and found out the enemy is in a position that even if you attack you have low chance to hit, you are discovered, now you have to suck it up and try your luck or hide behind cover. I do not wish to be able to rewind attacks that are committed, nor item use, etc. Just movement so player can try out their placement and know what's waiting them.( ie.check line of sight, check side/back attack bonus.) Don't flame me for XCOM, I know discover/being discovered is part of the game design.
Personally I think they can reveal enemy "after" your turn ended and committed actions, not by slowing down games a lot because the punish for one bad move in XCOM is gonna wipe your team( so you play as safe move as possible.)
2. A color coded action point for primary spell/attack.
Say people usually found that they miss a few point to do certain things after they move, and if game supports rewind they can cancel move and redo it again for shorter distance.
If D:OS can color code the primary attack/spell in the action dot like this, it would be really obvious for players.
ie. Move cost dots by distance. Primary attack cost 3 dots, and primary spell equipped(assigned) cost 5 dots. They can color the upper part of the first 3 dot in say red, and bottom part of first 5 dots in lighter mana blue, and the rest is just regular action point color. When you do the movement, it automatically colors the amount taken and change those action points needed to say orange from last action dot. So there is a visual gauge to know if you can do primary attack or spell before you even finish the movement.
Not that it's hard to remember your primary moves' cost, but it would be a really easy to implement feature to help players gauge their actions. ( or circle the action point with extra red/mana blue circle. ) Blue spell cost meter can change when you hover over the spell icons. Below is a mock up I did. Right click and "view image" to check full res at tinypic.
![[Linked Image]](http://i44.tinypic.com/1sfnu1.jpg)
3. player should be able to decide where they are facing for movement type, if it's move and attack, then it make sense to skip the step. But if just move only, player should be able to decide which way to face to reduce possible penalty.
4. there should probably be a defense choice if player are equipped with a shield, I don't think cover is helpful in this game, but you can reduce your risk by "raise shield". Then with a penalty in next turn that cost you one more point to move.
5. Flee roll check should be done per player, I don't know if I observe right, but if two players engaged in combat, in the gameplay videos it seems one player could bring both out of battle field.
I guess that's all for now, any thought on this?