Unfortunately there is still no way to specify move order by unit type. Maybe in v44?
Being able to specify that worker/civilian units always move first by default would save a lot of wasted manual hitting of the / key, especially later in the game when I've got around 30 or so workers spread around the map. And unless you have them fully automated, it makes sense to have them do whatever they're going to do before you manage your troops because any that are close to the frontline either need to build roads for faster troop advancement, or to get the hell out of the way if the enemy is advancing into your territory.
One other interface request I'd love to see in v44.... would be a slightly tweaked build queue or addition to the new city management tab that had some indication of which items are due to be completed on your next turn, and which are going to spill over into the next. (Obviously, this maninly applies to units and cheaper buildings that take less than a single turn to build.
This could potentially be accomplished by either adding alternating text colors to separate turns on the build queue itself, or extending the output queue on the management tab to show you the next two turns in addition the last two (assuming this info can be pulled from somewhere other than the event log, which understandably doesn't contain events that haven't happened yet.)
An even better use of that blank space under Recommendations on the city management tab would be some sort of breakdown showing you your city's current production output (ex: 45 hammers) as well as all the units/buildings queued up to be built in the current turn plus any production overflow/remainder into the next turn. With a warning if you've got wasted production that isn't being spent or overflowing into anything.
For example. If I'm trying to defend a city and frantically spamming Archers, but I've got 6 hammers that spill over into the first queue item of the next turn, it might be useful to swap out that last archer in the queue that would spill over into the following cycle with a cheaper 6 hammer maceman that could be completed in the current build turn.