More good news from the SD team. Excellent!
I too put in my vote for conquered sovereign's remaining cities to go independent and not just magically disappear. The remaining cities should remain to be conquered or to be negotiated with, but leaving the map with a bunch of barren tiles is just not cool, aesthetic, challenging or "realistic" (for whatever that means in a fantasy game.)
More choices going into auto-resolve would be nice, e.g. whether to allow channellers present to use mana in tac spells during auto-resolve battles, or not. A pre-battle formation array would be cool too but I know it probably has to wait.
Don't know if anyone else saw this yet, but in the one game where I did get the mobility trait researched, it did not affect any of my units already deployed - they kept their old mobility statistic. I did not see any effect upon newly created units either.
A suggestion probably too late for this game: Allow players to pre-determine if a settlement is going to be able to grow into a city or to remain a resource gathering minimalist outpost that does not add much to your territorial influence. To begin with, players might be limited to just one multi-specialty city that may or may not be their initial capital, depending upon what resources are there when it is founded. Multi-specialty cities could be limited, say to one per civilization advancement. You could add a tech to research that unlocks the ability to found more multi-specialty cities.
The game could also benefit from helping us better understand what "specialization" means to a settlement in practical terms. What if I specialize in arcane first because there is an old temple there and so get 20% arcane boost, but later a new resource like gold is dropped in when I do an adventure level upgrade - am I allowed to specialize in gildar and arcane both? It's not clear and the game is confusing about what advanced improvements I will be allowed to build later.
NPC's need to have more independent character. They should be able to go out and take on their own quests, buy armor and weapons, etc, within limits. When we encounter them, we can decide to buy them or fight them and in some cases, there might be a good reason to take them down, but we gamble if we are wrong about their goodness or badness.