Um, what are you referring to exactly? Only thing in the UI I recall hating is that the 'yes, lets revolution' option is the default one when you learn a new civic, so sometimes I accidentally go into revolution.
- Military units are interrupted when an enemy is near. Workers however will move into an adjacent tile of a barb it already sees, and perform a worker action ordered in the previous turn. Before you can give it orders otherwise.
- If you select all units on a tile using alt, good luck shift-unselecting them every time.
- If you select a naval stack similarly, have fun trying to select your units boarded on transports...especially specific types using control
- (Gamebreaking) - the game occasionally thinks you're still pressing alt if you used it to select all units in a stack. Then, when you attempt to open up the trade screen with an AI, you instead DECLARE WAR ON IT WITHOUT PROMPT. Ever lost a XOTM game that way? I have. I have confirmed this on 3 machines, and I'm not the only one to confirm it. No WAY they can fix that in a patch though...too busy introducing bugs in the spread culture mission and overflow

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- Alt thought can actually annoy in several ways. I've clicked on a single city and accidentally whipped all of them. If chained with other control bugs, it can cause a whole stack of something to move out of a city with an automated worker, etc.
- In general units will forcibly move at the start of a turn on occasion, even against efforts to select them and give new orders. Yes, there are workarounds for this, but the point is that it should NEVER happen in a refined game.
- In MP, control-clicking a stack works differently from SP. If there are units with full move points and units with partial, you can't control-click to select all units of that class. Ever. You have to select them individually. Good stuff on a timer.
- If you click on a city and try to build a bunch of something by rapidly shift-clicking on it without moving the mouse so much as 1/1000 of a millimeter, it will still select different units further up...even though you are STILL CLEARLY CLICKING ON THE ORIGINAL UNIT.
- If you are playing fast enough, it is actually possible to select the wrong promotion by clicking on the proper one, because their location changes post-selecting the stack.
- Waypointed units have no trouble moving into danger that is clearly seen at the start of the turn, even if they are missionaries, workers, settlers, or siege.
- The game will not prompt you before wildly adjusting a unit's movement path post-orders, which on occasion causes your stack to move backwards
- It is possible to hit enter or space bar to end turn or confirm one prompt, only to actually switch civics or accept a request to declare war...or when merely trying to navigate them map accept deals/requests before even seeing them.
These are things I was able to come up with off the top of my head. In other words, they're things I encounter with some regularity. EVERY SINGLE ONE OF THEM is a HIGHER patch priority than the vast majority of the things that have been patched in every single release since I joined the forum, and probably most of the ones before it.
And all of this is BEFORE we get into how a TBS eats machine specs for breakfast.
Should just make a thread about that.
I did make one in bug reports once. Largely, I was ignored. Several of these I reported individually as I encountered them, before patch 3.17. But remember, we need 4x as many barb galleys before we could even THINK about touching the controls

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