Fair points

1) Fire Emblem is a good point of reference for comparison. I've wanted to talk about it but also wanted to wait for the next patch to drop. Sometimes the enemy AI gets stuck and I feel if it is better optimized, the issue might go away. But then there is the fight in the grove...
You get a lot of goblin NPCs to fight with you, but you have to wait out their turn. I would be nice if the player got to control them rather than wait for lot of turns to pass between AI enemies and goblin allies.
If the AI can't be optimized then I would like to have enemy animations sped up.

Also in comparison to Fire Emblem, think it would be good to let the play redo movement in combat. Sometimes the character doesn't travel as expected, sometimes I would just like to find out if a position will be in range for spells or not, and sometimes you just miss-click and move you character out of position. My first playthough would have had less reloads if I could just reset movement to actually let my character be where I'd like them to be. Or, let the player tag the position, to see ahead of time, what spells, abilities etc. could be used from that position. There already is a forecast is you select an attack but it's not useful all the time. The position forecast is existing code, I'm okay with having an input to forecast from different positions the player gets to choose.

2) I'm hopeful this is just some of the growing pains with early access. I'm taking the stance that more fights should allow you to have a good start from the beginning. For example, higher ground providing advantage/disadvantage.
newborn gnoll fight
If you approach the gnolls from the low-ground, they get advantage and all your ranged attacks get disadvantage, then Gale gets focused down. If the player reloads and approaches the fight from the other side it's a completely different experience.

3) I think it's to incentivize multiple playthroughs. Which I'm fine with as I do want to try different routes.

4) Not too many people have brought this up, but it would be cool if torches were more streamlined.

5) I think it's bugged AI and hopefully a future patch will address this, some fights you can troll by letting Gale go down and picking him back up. It's funny in early access to let Gale tank with 1hp, but it's arguably exploitable. Combat would be more fun if unconscious party members didn't become the prime target.

6) I've been hopeful that this will get ironed out as early access goes on. And TBH everything about threatened feels wrong.

7) It is clunky, and the conversation gets old after a while. I'm okay with having to change the party at camp, but we should have quick options.