Glad to give my feedback.
Do you mean selecting the current character through their round portrait on the bottom left? Just making sure I'm understanding this point correctly

Yes, I'm talking about the round portrait attached to the hotbar. In previous patches with the old UI the portrait on the hotbar had the same functionality as the portraits on the initiative track and the party view on the left.
So i used to be able to select something like healing word and just target the portrait. This funktionality got missing with the new UI - you can still see the 100% to hit show up though.
I have some more Feedback:
After watching many streams I noticed people struggle with a few things:
27. In party inventory (default TAB) people get confused because the weapon and armor proficientcy in the tooltip is always displayed for the selected character, even if you hover over another characters equipment. For example if your sorcerer is selected and you hover over the figher, it shows no proficientcy with the armor and weapons, beacuse that's what the sorcerer is proficent with.
28. The default padded armor astarion wears has disadvantage on stealth checks. Many players don't realize this and wear it for the entire playthrough because it looks nice. I suggest to change it from "padded light armor" to "clothing" or "leather armor" for that reason. (padded has the disadvantage according to D&D rules)
29. People also have trouble to figure out how to get through walls or mine the mithril, because they don't use "examine". Therefore it would be nice if the Characters would say something like: "maybe a hammer or some explosives could break it down" when they encounter a wall or mithril... something to make it more obvious. Maybe add a "how to examine" or "walls and ores" to the tutorial.
30. Make the default pick for spells/abilities on level up well rounded, since many inexperienced players pick default. Battlemaster maneuvers that target different saving throws, witchbolt on Gale is a trap, bless + bane is a bit of a waste on Shadowheart...
31. Once you start a Lockpick or Disarm check you can't exit until you rolled at least once.
Inventory:
32. It's most optimal to sell with your highest charisma character and 100 attitude, so i always select that character. It would be nice to be able to sell stuff from the entire party invetory with the selected character, eliminating the need to drag each item into the characters inventory.
33. It would be very conventient if we could access an extended party inventory while at camp, meaning: press TAB, see party invenotry + camp chest + inventories of companions not currently in the party.
34. When selecting camp supplies for a long rest, it should be able to pull from the camp chest too.
35. When we open an inventory like a chest, we can make the window longer, it would be nice if we could make it wider too.
Character progression:
36. There should be a way to see what class features you'll get at higher levels. Otherwise the only way of knowing what you get at higher levels is by having played before or maybe by reading a D&D manual.
37. It would be great if we could edit the first level of our companions to a degree when we initially get them: maybe I'd prefer blind fighting or defence over great weapon fighting for Lae'zel. Let me choose the spells for Gale. Different expertise or racial cantrip for Astarion...
Combat:
38. When attacking from stealth, we don't enter combat unless discovered. When a creature is out of combat it does a full heal after 6sec (1turn). This can waste resources and can be frustrating. it would make more sense for the AI to seek cover in opposite direction of the attack (which is highlighted by a wite light) and heal slowly over several rounds before returning to its post or alternatively when attacked seek out the attacker based on the knowledge of said white light...
39. currently if I decide to just attack someone that is part of a faction, I wont enter combat, but dialogue instead: "there's consequeces to your bad behavior, maybe talk your way out". This feels really clunky to me. How about being able to enter combat in case of an attack, and having an option to sheath your weapon and attempt to talk your way out (which would only work in situations where you engage with a faction, that has a jail and all the mechanics you already implemented)
Again, thanks for reading.