1) it seems that there's no techs that shorten the time needed to chop forests/jungles, is that working as intended?
2) checked the tech advisor, and technologies that give 75% faster buildtimes of improvements and roads don't show any icon about it, but they do show the info on mouseover. so for example exploration has no icons whatsoever, which looks kinda odd since it looks like it doesn't give anything. however, techs that give increased yields with certain improvements ( like engineering for the mills for example ) show an icon. if that icon could be used also to graphically show the "75% faster workrate for building X" in the tech that would be kinda useful methinks.
3) a minor suggestions: imho all lairs should spawn with a defender on them, not just goblin forts. it just feels weird to see them unprotected and be able to explore them or just sit on them and prevent barbs from spawning
4) any idea when the rituals are going to be added back in? I'm talking about curse the lands, appease the gods etc. , it's been a long time since they've been gone but I see they're still in the pedia
5) in custom game, if you choose a civ and scroll down to the bottom of the list you'll find Z_TXT_CIV_something, not sure if this is normal or what?
6) it seems that the version of Flavourmod included in FF 051 is still 2.7.0 ( or at least that's what CvFlavourInterface.py claims ) . that would be pretty sad, since the versions that came out after that had some pretty nifty tweaks and feature in them
aside from that, I think it would be a nice idea to include with 051 the mapscripts that usually come bundled with flavourmod, namely Perfectworld2.03, MountainCoast1.2.0 and ErebusContinent2.0 .
7) a scout explored a lair, and it got the result "rubble falls off, threatening to kill... you suffer 1% damage" 1% damage doesn't seem to make much sense to me
8) I started a game with end of winter and barbarian world. aside from the fact that despite barbarian world the game runs pretty smooth ( which me likes VERY MUCH!

) , I notice that some land is still grassland or plains, which I think is normal and will eventually become plains and desert. however, one thing looks really weird. see the attached screenshot on ErebusContinent, and the way the ice is all cracked instead of being solid in the southern portion of the map ( look at the minimap ) . seems to me that end of winter thinks the southern portion of the map is hotter, but actually I'm using toroidal, so both the northern and southern section are cold, while the equator is the middle strip of the map. weird, but possibly a mapscript issue. edit: yeah, now I see. it's caused by the fact that ErebusContinent, when not using toroidal, considers the south as hot and the north as cold.
9) the dawn of man screen for Varn Gosam still claims he starts with Creative and Financial, whereas he starts with Spiritual and Creative. actually, I think Spiritual and Financial would fit him better, but whatever.
10) umh, maybe lairs should not spawn very very close to starting locations. turn 1, I've just seen a capitol with a barrow 1N of it and one 2S of it, so both in the BFC. the one that was 1N of it had some deer under it though

possibly an issue with the mapscript actually. should lairs spawn on resources? then again, maybe it was flavourstart placing a resource there after the map got generated though.