A few fun bugs...
Nojah can pick up spellbooks despite not being a spellcaster. He can read said spellbooks which, combined with twincasting, puppets and summoner can have some funny results (4 pit fiends please 8). The best bug, however, is that he can drop a spellbook, causing *2* spellbooks to be created, thus allowing himself infinite mana and all the R2 spells he likes.
Loki still can't autocast disrupt
Disrupt on a new city will instantly convert that city to the clowns. Pretty broken early game.
And some AI issues:
I've seen the sheiam leave a city unguarded except by a spellbook (I think the AI thinks spellbooks are units).
The Sheiam do not seem to understand the power of Pyre Zombies. 6 Pyre Zombies vs. 3 Warriors in a city and Sheiam chose to run.
Finally, not sure why, but in the 7.x series of releases, the quantity of barbarians seems to have evaporated. Same settings, just no where near the devestating number of barbarians. In fact, hardly any (and almost entirely from barbarian cities). Also deadly mana nodes don't seem to be impacting their terrain or releasing minions very often at all. This could be related to the game speed mods put in, as we generally play on Epic.
Another thing I'm just now thinking of, not very many barrows and hardly any ruins (none?), dungeons, etc. are being generated (we've used Wild Erebus, Erebus Continents and Erebus recently, iir).
Any chance of Octopus Overlord priests being able to summon kelp?
Also a naval advance to lower the terrain cost of kelp would be nice...