First thing I want to say is that game release should be delayed for a month at least. This last-mile-problem won't do any good. Everything may be finished up to date, but it is reasonable just to wander aimlessly testing, thinking about gameplay elements, recollecting backers' reviews and notes on playability or convenience and such. A few bugs will show themselves usually with this approach - start a competition named "break the game" (scripts or walkthrough logic or whatever) (between old backers also?), abuse possible unbalanced development strategies or so.
Kinda - devs, why don't you spend a couple of weeks just relaxing and possibly thinking about some omitted ideas. You deserved it, and a bit of relaxation may bring some perspective future modification ideas or campaign tweaks to fruition.
...and I have to highlight, that WFTO for sure has great graphical designers. Ready to repeat this as many times as necessary. Outstanding.
Even about unit shields - they noticed, that leftover life petals are more important for players than the shield itself, so as I see, shields' centers are now darker, great gradient (+allows us to see unit level clearer). About rooms design and such - I don't have enough words to describe their beauty and style.
Even, uhh, the Chunder looks OK from above, and seems funny as a unit (although in a few youtube videos about earlier versions he didn't go to a training room on his own and even without blueprints, without any orders for work immediately started aimlessly hitting an anvil with his hammerhead).
Don't have access to 0.7 now, but something personal on the spot.
1) Game (both campaign and skirmish) should have speed regulation slider and possibly ability to pre-set common speed level for starting a multiplayer maps.
2) Tunnels and their borders (dug out or not) should be marked a bit brighter, because when dungeon overall looks dark, it is not easy to distinguish colors - possibly only a gamma problem on some screens. Anyway, green squares ripple in my visual memory all the time: hey, it's like bright dots flying around, trying to warp vision. Why it should be dots on a dark background???

looks so dazzling from above, that it becomes hard to distinguish my tunnels between dots (small squares used for highlighting claimed tiles). Maybe we need some optional gradient border highlighs? Or simplified visual scheme of terrain for slow GPUs?
3) The sound of placing a rally flag should be played only once at its setup - again, some youtube vids already made me tired from repeatedly played setup sound, when both AI and player re-aimed their forces all the time.
+ the sound of "...has entered your dungeon", loud and emotional, becomes really annoying! maybe a few varieties will help? "cultist arrived" - short silent whisper, but still informative.
As about AI - we'll see. But there is one
extremely important thing about gameplay I definitely know: when clicking on overall number of imps for picking some, those carrying corpse or unconscious enemy/ally SHOULD NOT BE PICK-ABLE. Their work is too important for our cause and must be never interrupted.
UI hint: want to give players more control of their forces in any battle, where many unit shields hide behind each other and you can't understand, who is where and how is his health?
By pressing some button - make unit shields PROJECTED on your screen (directly from unit position) near each other, so that they're not icons on top of every unit, but non-overlapping same-sized shield indicators near each other - just like desktop icons, i mean, but very close to each other + creature symbol in the center of each + possibility to pick them by ckicking on according shield in this mode.