Yeah pretty much dead on there. For the traps I really don't mind if this happens cause I'm trying to blow through the area with a quickness. I feel like even without an actual set formation they could still do something via walk speed or something for that too.

Here is another example of where the game gives me a visual that makes me think one thing, but then the handling of party space shows another, but only once you get into the weeds. Lae'zel just has to stare down the warden like a chump hehe... Again, I know Lae'zel will find a way to absolutely crush it regardless, but it's just annoying when you're trying to parse out the space.

[Linked Image from i.ibb.co]

I also think the whole jostling around to get into position (in the situations where there is overlap during friendly space) would be such a great place for little voice barks!

Like if Lae'zel yells "Out of my way istik!" and then sorta pushes Minthara a little before the attack maybe. Or perhaps for a character with higher approval Lae'zel barks a line that makes it sound more coordinated, before dancing through the fray like a Githyanki warrior trained in the art of slicing and dicing.

Patch 3 targeting has been rough on account of thresholds. Doors and Ladders are being extra obnoxious even more than before, but I think the issue is more general. The circular marquees we see on the ground place and our preview ghost animations just don't match what's in front of us on the screen sometimes. The game sort of suggests we'll have more nuanced movement than we get, which cause frustrations. These issues are exacerbated by stuff like verticality, and trying to position the camera properly, and only being a Y axis invert invert in my case, but I think it could be cleaned up a lot just by making more allowances for that kind of overlap. Or giving us those sorts of moments.