The following are just some odd things I've encountered, using the latest experimental GoG releases.
1) Prolonged player presence tends to result in Hiver towns being destroyed by wildlife spawns (Gorillos/Beak Things). In my current game, the first Hiver town I frequented is down to one shop; everyone else is dead. Looks like this doesn't happen if the player doesn't visit (and thus trigger spawns), which feels "wrong".
2) In one game, I bought a house in Mongrel, hoping to take advantage of the good local buying price for robotics and cheap price on robotic components to turn a tidy profit. I happily constructed batteries and small wind generators on the roof, only to discover that the power goes into the Mongrel grid, not my house.
3) Once my main character gets to level 50/60 on relevant combat skills plus good armor, he can easily take on hordes of enemies like cannibals. The odd thing, however, is that while he clobbers them while they still exist en masse, he tends to starts taking a lot more damage as they thin out near the end. (I noticed the inverse of this, too, when I was running around with a couple full squads.) Seems like enemies are too respectful of an enemy swordsman's space, but not of each others' (I figure that hordes of friendlies block each other from doing full swings).
4) This didn't happen in the GoG stable build, but once I installed the latest experimental build, I noticed that when characters "bump" another character, they slow down, and the slow down seems to be cumulative up until not being able to move at all. This is very bad when being chased, especially since "bumping" distance seems to extend significantly past the characters' visually touching. I don't know if this is a bug or a mechanic, but it's very frustrating now to see the survival move be to run as fast as possible, only to have your character freeze in place and be unable to move no matter how much you click. If this is a mechanic, it would be nice to have a visual indicator telling me it's not a bug.
5) I understand why infinite storage had to go, but the current scheme has messed up characters hauling to locations. I can set a character to haul to a single storage, but I can't set them to haul to multiple storages of the same type, else they go bonkers (looks like they're either shifting goods between storages of the same type, or getting into a pathing loop). This unfortunately means I have I have to do a lot of manual work that should be automated.
6) Heavy weapons sound good on paper, but it seems like speed is far more important. I've never had success trying heavy weapons; a highly-skilled saber/katana specialist seems to outmatch a highly-skilled heavy weapon specialist.
7) Seems odd that plate armor is so good against harpoon attacks, when historically crossbows tended to trump plate. As another historical example, blunt weapons with points (like maces) were very good at armor piercing (since so much energy is packed into so small a point; plate can't hold up). I bring this up because the general feel of the combat is very realistic, and so this is somewhat jarring.
8) Outpost gates that get damaged and then repaired seem to stop functioning as gates until a reload (I can't click on them at all).
9) Rain in the Vain area is blocky, making for a visual nightmare. Rain in other locations (such as the Shrieking Forest) looks right. Also, even if I'm zoomed onto a character inside a house, I can still see rain falling inside the house. It's possible to rotate the camera such that the rain vanishes, both inside and outside.
10) Occasionally the game will pause to load textures, and never unpause. I have to reload.
11) I also experienced one of the Ancient Labs being empty (the one in the Floodplains). This was in an entirely new game, started with the experimental releases (not an imported game).
12) If you build right outside a Hiver town and leave the door open, Hiver worker drones (if any still live) may come and do odd jobs for you (like research or campfire). Also, if you mine copper in a Hiver village, drones may join you and even take over, while allowing you to take the copper. Free stuff!
13) Why doesn't the Armor King carry chainmail?
14) Joining the Flotsam Ninjas seemed to do nothing more than increase relations (I was already at -100 with Holy Nation, due to my legendary sword). Looking forward to that meaning more.
15) Speaking of legendary swords, I noticed that a competent Kenshi seems to gain more experience using a bad sword, since he's in the fight longer. I haven't tried to actively exploit this yet, I just saw this comparing my startups with the naked dude versus the guy who found the Edgewalker.
16) When I first started playing as the naked dude, some hungry bandits found me and said, "Strip him!". That was worth a laugh.
Some random wishes:
1) I wish if an weapon/armorsmith leveled to a certain point, he could make high grade, specialist, or masterwork armor, or make sharper swords (a level 100 weaponsmith would basically be making Edgewalkers).
2) I wish you could get the recipes for Blood Rum and Ration Packs.
3) I wish you could use a high-level character to train other characters.
4) I wish you could build T-intersections with walls.
5) And yes, I wish there was storage for robot parts.
6) I wish I could get to the Bugmaster.
7) I wish you could reverse engineer gear for research. I also wish research were more innovative in general, not static. I bring this up because the learn-by-doing thing is so prevalant in the game (and fun) that an old/common-style static research system now feels a bit out of place. I don't know, however, how this might be implemented. In game terms, maybe allow a leveled science character to create research artifacts? (After all, presumably the first people constructing large building shells didn't have pre-existing engineering blueprints; they had to innovate.)