I have really been enjoying playing the beta, so here is some feedback to hopefully help make it even better:
- [suggestion] A couple of times this past game, some wandering monsters have appeared out of pretty much nowhere and razed one of my cities. While I like the idea of the environment being hostile and may have overextended myself in one of those cases, it still feels too fast and too harsh when this happens. I suggest having wandering monsters control the city and destroy city improvements and eat the population over several turns before it is considered razed, giving some time to recall an army to deal with the threat, but also having an immediate and lasting impact. Instead of, or in addition, to that, I would also suggest that wandering monsters near a city could have negative effects on that city, perhaps raising unrest, that way monsters unable to defeat the town's defenses still need to be dealt with (this would be a particularly good idea if you increased the town's defenses as mentioned in a another post that seemed well founded). Also, after the city was razed, I couldn't rebuild in exactly the same place and I'm not sure if this is intended behavior or a bug.
- [suggestion] There should be a shortcut key to move the active unit along it's currently plotted route. There should also be an in game list of shortcut keys so I can easily check to see if this exists before suggesting something that might already be there 
- [suggestion] Since we can know from the Foreign Relations screen how many cities an opponent we have contact with has and could theoretically check this each turn, it would be nice (and help with immersion, I think) if we get a report when an opponent we have contact with founds a city (giving the name of the city, perhaps). Likewise, we should get a report if a wandering monster razes that city.
- [tweak] In the trade UI, after typing in a number of a resource, the Enter key should act as the OK button
- [tweak] In the trade UI, I'd like to be able to double click on a resource on the table to edit the amount
- [suggestion] In the trade UI, I'd like treaties to be part of the same screen as trades, so I can pay for treaties with something other than Gildar, rather than having to trade that thing for Gildar and then Gildar for a treaty.
- [tweak] When making a treaty, if I add the number of Gildar asked for, sometimes it comes up a zero and sometimes as negative zero, in which case I have to add one more. This seems odd.
- [bug] After defeating one army in a stack of 2, the army disappeared, but the number 2 did not and the tile looked blank until I clicked on it, whereupon the map refreshed.
-[bug] Casting Shrink on a Juggernaut reduces its attack to zero rather than halving it
- [combat strategy] An air elemental used titan's breath when my army was all heroes on horseback, which was pretty useless. The AI shouldn't use it unless the major threats against it can actually be knocked prone. Alternatively, mounts should not give 100% prone protection (I wouldn't mind seeing that nerfed).
- [combat strategy] The AI is doing a bad job of targeting area spells, missing opportunities to catch multiple foes and unnecessarily hitting friends. I turned a fight on autoplay and watched a hero catch my sov next to a monster in a Fireball, when he probably should have been saving mana anyway and using his bow. Wasn't a critical error, but still annoying. Still wanting an option to force the AI playing for me to not use mana in Autoplay/Autoresolve.
- [combat strategy] Someone check me on this if this is bad strategy advice, but it seems to me like when you are fighting groups of enemies, it is a better strategy to weaken each group so that they lose figures, and thus attack rating, rather than attack one group until it is dead. The higher your front line unit(s) defense is relative to the enemy's attack the more true I think this is. I suppose this calculation could change if you expect to lose the battle and want to take a full unit with you.
- [combat strategy] If you are fighting single figure units and you have counterattack, you should attack the one highest in initiative order so that your counterattack lands on the same one as your primary attack.