I have just read the posts listing the already reported bugs and I think that the following were not mentioned:
Grigori Medics do not gain experience over time, although they have the channeling promotion.
If a unit, other than a medic, is upgraded to Luonnatar, it does not take the divine ability, thus making the Luonnatar useless, IMO.
When I left an adventurer reach 100 exp before I upgraded him, which happened to be my first adventurer by the way, after upgrading him and killing a few barbarian units it still could not gain any more experience, thus left with 100 exp until he died. However, adventurers that got upgraded before reaching 100 exp where gaining exp normaly from battles.
I have just started a game as the Calabim and got surprised when notified that my third city produced a great sage. After closer inspection, I saw that my third city was producing great persons, with no apparent reason, while my capital, was not producing any. In addition, there where no buildings or other "sources" of great person production in any of my, three at that time, cities.
The "roar" spell must be broken. I was playing as Kuriotates and built the Dragon. When trying to cast roar, the error "obect None does not have an attribute GetTeam" was displayed. The same error had appeared with the barbarian Dragon, at a previous game I was playing.
This may sound insignificant, but it has caused me too much ear pain, believe me! The roaring of the Kuriotates Gold Dragon when he is displayed somewhere on the sceen is very loud and repeating constantly! This resulted in having to dig him in a city just to have him out of sight.
It is mentioned in the non-confirmed bug list, the problem with the Air-Ships transporting one another. I want to confirm the bug. It happens automaticaly when two air-ships begin their turn on the same tile. The first to move carries the second, which then may be selected and move individually, after disembarging. This happened when the ships were empty. I did not test it with ships carrying units.
The last one I want to report, I really hope it is not a bug, because I really loved it as a feature, but just in case:
The Grigory medics get a religion when created in a city. This gives them divine spells according to the religion they get. I had Empyrean, Fellowship of Leaves and Counsil of Essus in many of my cities and I could get medics that could cast the spells "Crown of Brilliance","Purge invisibility" or "Summon Treant","Summon Tiger","Create Forest", or spread the Counsil of Essus, respectivelly. In addition, the summoning spells limits were the *total* number of medics I had, not just the ones being able to cast it. That is, if I had 3 medics with the Fellowship religion, 15 with no Religion, 5 with Empyrean, 2 with Counsil of Essus, I could summon 25 Treants.
I hope these observations help you make this mod even better!