Let's see. The Turret issue is an XML/Python coordination bug, the UNITCLASS tags are out of alignment for those turrets.
I have no idea about borehole mines.
Even though I am not really in the XML/design part of the team, I will probably conduct my own quality check/sweep/revision when Woodelf gets me the overview. This goes for all these library/university, unit mismatch, lack of resource dependency, GP/Specialist issues, etc. type of issues. Woodelf has put in a great quantity of effort on the XML, but I think he prefers adding things to balancing/refining things. The rest of our team (Matt, d^2 and JBG are on break/elsewhere, though we hope to have them back soonish).
Icons loog good 8). Although the radar dish could look more.. dish-like 8).
Multiple Barbarian levels had not been in my plan. It's kind of a pain in the rear (since I have to rebuild all the current barbarian functionality, and then add extra granularity of scaling). It suffers from the added trouble that I personally don't see any excuse for barbarians on the Moon 8).
As for barbarians from starving cities, ideology conflicts, etc. Those are in the drafting stages already.
Each category of Random events will be controllable from the map options (Moon Map script). They will likely only have 3 degrees of severity (off, mild and regular), and otherwise will scale with your selected difficulty setting.
Leadership traits actually have a number of effects, it is just that their effects are not listed anywhere in the civpedia that I am aware of (and we can't mod the tooltips). Off the top of my head, each one has maintenance issues for different types of units (implemented through the charter civics), Science gets a science bonus... Science gets Scientist GP bonus, Economic gets Merchant? GP, and Independents get Great General GP faster. Each builds different versions of various buildings which haven't been properly configured yet, but in theory, Science will get happiness from scientific buildings, Economic from Commercial buildings, and Independent from military buildings. ATM, I think they are set up to be very slightly cheaper (like 5%). I'm not sure why that was done, but it will get fixed in a later release. They probably have some other effects, but I don't recall them offhand. Oh, units, there is a similar issue with unit access for various faction types which is in the game functional but not very utilized.
As for some of these other issues. I know that as developer/testers we seldom play long enough to get past the 2nd Age. I'm sure the later ages are quite randomly laid out. As time goes on we hope to shape these ages into more compelling high-tech, end-game play.
So, I guess, since I'm posting, I'll mention what's coming down the pike...
We have some features already added in 0.19? I guess Woodelf has racheted the vers number up to. I think of it as .17a, but whatever 8). I'm not sure about all Woodelf's changes, so I'll just mention mine...
We've added an initial sat scan of your landing area...
Terrain Attrition for moving over various types of terrain based on distance from your home area.
Lancers will now capture tracked vehicles (as they should)
We have a first pass on caravand
We've made the He3's gold production based on the number of utilized and connected He3 resources in your city radius (and other buildings of this type may follow)
Emergency Powers (Special Civic category for short term states of emergency)
Things that may be in by the next release:
Random Events (Asteroids and Comets, Moonquakes, Solar Flares, Dust Storms(?!?--There really dust storms on the moon?), and Borehole Mine accidents (assuming we get borehole mines put in))
More GP powers, plus the Great Statesman -- influence other factions or switch to a civic you wouldn't normally have access to.
Persistant Caravans
New Goody Types
Breakdowns
And possibly an advanced earth immigration system (ala Colonization).
Also in the queue--SATs and ASATs
Mostly, though, other then Random Events, I expect that I will be shifting gears and doing more QA and less coding for this next release.
When will the next release be? Not entirely sure. Several days at least.