-Are barbs supposed to pop graveyards?
Why not? But if it is easy to fix if you want that change.
-Grigori Adventurer counter starts with +1 per turn, gets reset after first civic change to +3.75 (normal speed). Should probably be 3.75 from the start.
Was the civic city states by chance? It improves adventurer generation odds.
-Regarding the Auto-commando catapults: Flavourwise it's a really strange image of lumbering war machines charging ahead via road, leaving infantry and even nimble recon troops behind, with only cavalry able to keep up

(I encountered this while moving troops through Illian territory). Would it be possible to generally restrict siege engines to roads, without granting the effects of a commando promotion?)
I think it is possible. But that is just few catapults while you have whole large units of men, and each of them need a lot of supplies, secure the area etc, while siege engines just need to be transported to the spot. So it is not that unrealistic.
Also, it is balance measure. Siege engines are slow, and this change lets them keep up with the army a bit better. But you still need to protect them, so I do not think they will move faster than the rest of the army.
- Judging by the bony guy I saw in the WB afterward, Decius got the Skeleton from the Ancient Grave event, threw all (or all but one) of his city defenders at it, and the Skeleton then moved into his defenseless city. B'bye, Dumb Deci. (Also, didn't I see a Shackled promo when I got it in another game?)
Skeleton is not shackled if you pillage the grave...
~looks like assassins are still targeting the weakest unit in a stack even with guardsmen promoted units protecting them.
Works fine for me. If guardsman is in stack, marksman ability is ignored.
~with traits that allow building of captured civs units (conqueror, tolerant etc), if you capture a city that the AI had previously taken from another civ, you build the founding civ's units and not the civ you actually captured it from. so in my current game the svarts were eliminated by mahala in an early war, but were magically brought back into the world when i captured a doviello city originally built by rivanna.
WAD. The city always keeps the culture of first non-barbarian owner (usually the founder)
Hiring Mercenaries (via Guild of Eight) in a team causes an OOS (and brings up the dialog on all team mates screens).
That is a problem with expanded version of the spell - standard one works fine and should be used in MP games.
I should have disabled the expanded one for MP games long ago. But I want to rewrite the whole mercenary system anyway.
Automated workers will merrily work through Haunted Lands (and die).
All units will happily path through Haunted Lands (potentially dying).
Should definetly be adressed, but so for no ideas.
I now have a reproducible CTD patch N game on turn 394, 2 players, 9 (8 still living) NPCs. Not sure if anyone is doing this sort of debugging. I can post it up if someone is (it's fairly large).
Actrually, I wanted to ask you if you can take a look. I am out of ideas how to track that particular bug. It is an elusive one...
Thanks a lot for all bug reports people, I am working on fixes.
Also, decided to pack improvements rebalances, tech changes and fixes as patch O. 0.30 is still far away and what is in the changelog fits patche better.
I hope to release 0.24 later this week (weekend?)