At first, I am sorry that I combined all of this altogether. Of course, right way to do this is break this post apart on tiny little posties and put it into two forums (ideas and support)... but I am too tired from this, and from Elemental in general, so I simply will type everything, that I seen and will be waiting for nex patch. 
There is two part of this post: first is obvious bugs - and I beg for pardon, because I will be repeating myself somewhat here. But as it is still not solved, and I have new info about this - I think, I can do that. Second part is "feature related" - it could be not bugs, but it looks like it, and I think, it must be changed.
So I begin...
Bugs
1. Zone of influence (ZoI), obviously, work different from my perception of it in beta. In beta it was always at least one square from the edge of the city to end of influence. No more. I don't like it, but, well, it's can be tolerable, but it immediately spawns two issues:
1.1. For such cities there is always possible to have no place to build: city cannot be expanded just because it is too small to expand! Well, I think, designers solved this problem, allowing to build not only in ZoI, but outside of it too. And expand influence here afterwards. Looks ve-ery strange for me, but... well, it is worked. Sorts of. Because it gives another issue.
1.2. I can build anything outside ZoI. Resource included. Farm? Not a slightest problem! Money and resources spended, and I see something like that:

Cool, eh? Unfortunately, this farm simply disappeared on the next turn, reverting to fertile land. And I believe that my money and resources didn't returned to me. But I can be wrong, of course.
2. All "global" changes seems work not immediately, but on next turn (except buildings - it generate it's income immediately after finishing). But it is not intended, it is only way how things work. Can be proven by save/loading game: all this "next turn" events goes immediately. Spotted list includes:
2.1. ZoI of any city. (Buildings and level-ups that pushes ZoI away).
2.2. Bonuses to research from heroes (maybe other bonuses too, but research is very obvious example).
2.3. ZoI from "Darkling attack" quest. Village counts as part of my city (and this is another bug), and it not disappears after end of the quest. Look on this "city"! 

3. Bugs with line of sight. I have already two quests with it: Wild Goose Chase (described earlier), and Bone Flute quest. LoS got cutted, or disappears completely after finishing the quest. This is how things looks immediately after receiving Flute:

4. I seen that bug before, but catch it only now: it is only "city" for tooltip, if city not selected. It's ok. When I clicked on city, it became sum of it's parts: Workshop, Farm, etc. It's good too. But there is one important exclusion: if I click any finished building, it is counts as city, but if I click on not finished part, city became highlighted, but still not splitted by parts. Like this:

5. Some unit type texts overlaps descriptions. I seen at least two such (different) units already. First is caravan and second... erm, forgot it. Some sort of bandit.

6. In some (or maybe all?) tactical battles when one unit attacked by several others, only first counter-attack animated. All other works, but no animations and no damage dealing shown (but still goes, "invisibly").
7. In one such counter-attack I received "null" spiderling. I presume, it's because they have like 2.7HP, and I removed only 2. It was killed easily on next turn, but it looked strange. 

8. When trying to check what things changes after save/load, I make three save/loads in row, without changing anything. Second was slower than first, and third slowed almost to stop. Something leaked. Debug.err included there: http://filebin.ca/jyybw/debug3.zip
9. Fire bolt spell work strange. In one turn it make cool tracing bolt up to target, and immediately after that second bolt is simply "bump" and removing some hits, without any animation in-between.
10. When I target enemy and select 'quick combat', my hero goes to square where enemy is, losing respecting moves. But if it is tactical battle I simply killing monster, staying on my place. No moves spend at all.
11. Smart colors don't work always. Most obvious issue: when I target creature than cancel this battle, cursor changes from "hostile" to "neutral".
Suggestions
There is lot of "awkward" things. Most of it, of course, minor ones, and some most obvious I already described here, in forum. I understand that that could be not real "bugs", and so will not be fixed in visible future, but still...
1. Up to 1.05 I was forced to recruit all heroes approaching them. In 1.05 it is enough to see it in line of sight. Is it feature or bug?
(And I remind about my previous suggestion: hero requirements for recruiting must be more obvious than it is now).
2. "Planned" movement. All the way, from early beta, it have that order: End of turn, planned movement from previous turn, new turn. It spans two issues: first is that you always have "free" units that actually must made they turns later, and second is unability to distinct real free units from planned ones. And simple changing of order could resolve this in a second: made planned moves before my turn, not after that. In that case all "free" units will be really free ones, because all planned movement for this turn already made at this stage.
3. I already said about it, for earlier version: CR of unit must be derived from CRs of individual characters in it. Well, globally, it is. But looking on this individual creatures (in the beginning of battle, for example) awake strange feelings: it is 4-6 indistinguishable spiders (for example), where first have all CR (say, 28) and 4 identical others have it distributed between 10 to 16. Weird.
4. Speaking about this: I can see numbers for man-made parties. Four Observers made one unit of might 16 and life 20, but marked as 4 ones. And simultaneously 6 individual spiders seen only as whole Spiderling unit, with life 2 and attack 5. But it is looks plain reverse for me! %) Actually there must be numbers and, maybe, combined might with Spiderlings (to estimate real threat), and dealing with Observers means dealing with all of them as one unit, so this number 4 simply not relevant to anything...
5. ...But wait! All characters, killed in unit, means weakened unit afterwards, yes? Then it is a bug. I can take "unit of force 16 with half of life", but if I really lose this two men, then why my unit fought in full force up to the end of battle?!
6. Simply reminding: now pre-designed units have slightly different characteristics than any that you can construct by yourself. Most obvious difference is unarmed units (like pioneers). It exist pre-designed, but I cannot design unit without weapon.
7. Building/training queues. I hate it. It is wrong in several aspects for me:
7.1. No sorting at all. Bad. If I need hut, then farm, then market, I must plan it exactly in that order. Or trash all queue and made new one from the scratch. Ba-ad. 
7.2. Pre-spend resources. It have it's reasons, but actually it is slightly strange to spend all my money/resources for thing that will begin to accomplished somewhere in the far future. I can imagine training of my two peasants: "you, here, go with me and train now! And you, sit here six months and wait until I'll train this idiot!" 
7.3. Bad "resources" issue. All resources got builded simultaneously - just up to time when it become part of the city. After that it goes to the same neverending common queue in unpredicable place and wait it's turn to be build. Aaargh! 
8. City name. Look on any city name, for example, on screenshots above. It is blurry. Always blurry. Even if I'll switch off this "Font Smoothing", all interface fonts become sharp and ugly - but cities retain theirs blurry names. Can it be changed, please?
Well, I cannot remember more issues right now, but it is enough for me.
I am very fond of Elemental - but I force to delay my feelings until it will be more polished. I am on wait now. 