One obvious problem i have seen and reported before is the interaction of gaining temporary hit points. this problem has actually gotten worse, it still doesnt work if you have any effect lingering that grants temporary hitpoints you cant gain new temporary hit points without a full rest. an example is if you say cast armor of agythys then trigger dark ones blessing, dark ones blessing will not overwrite the temp hp, even worse however if you lose all of your temp hp from armor of agythys and the spell is supposed to end it does not and you still cant gain temp hitpoints. I have also had situations where dark ones blessing,abjuration wizard effect, false life, etc. just dont function at all for no reason. I think what you need is to change armor of agythys to provides 2 buffs one that makes it retaliate for x damage for the next x damage done to you and a separate pool of temp HP. then whenever a new temporary HP effect happens compare current temp hp to new temp hp and choose the larger amount. Temp HP is a large mechanic in 5th edition, frequently it is used instead of AC to tank up classes.
Additionally sneak attack is still not working properly. It is implemented as a button, this makes it quite a bit less effective than it should be. Normally in 5th edition sneak attack can be used whenever you successfully confirm a hit once per turn. in its current state it does not mechanically work the same, in raw if the rogue would dual wield or have multiple attacks you could miss and then hit and then declare that second hit your sneak attack. In the present in game implementation you have to gamble which hit will hit, it makes sneak attack much less likely to happen especially with lower accuracy numbers when fighting bosses like the bullette or phase spider queen.
Both of these issues have been in the game a really long time i reported them multiple times along the cycle.