I don't like auto select next unit in a game like this. It jumps from units still needing attention to units not even on my mind yet. Train of thought gets interrupted. A new train gets running before the old ones off the tracks. ... I gotta load a new data set into the human RAM. Process that new function. Then backtrack to deal with something which should have doggone been done already! I really, really don't like auto-select in my TBS games. It needlessly wastes time and process.
My preferred method is to lock the selection queue. Generally I'll work a map in regions. I_very_much dislike the random approach. Instead, I'll start at a region of interest, then work my way through the map organically. One sequence of chained actions after another. When I've done all the obvious and pressing things, I'll click through the next idle unit/city queue to pick up the strays. Upon reaching the end of that, I am assured that all is done so I need give no second thought before hitting the end turn button. But when unit selection is random, I end up covering the same ground twice and thrice and more. I waste time and thought process. The logistical picture gets muddled for lack of cohesion.. ++
So yeah, I'd really like to see those UI recommendations made in the first post of this thread. There is alot I favor about FE's UI already though. I really dig how we can "grab" the map and push it around like that. I still catch myself trying to do that in Civ4, and on web pages lol. And I'm glad that E:FE's mini-map allows us to navigate to regions. These things facilitate process. And lessens the drudgery of the work, to more fully enjoy the play.