Interface:
The SupCom mouse scrolling is awful and unneeded. Give us full key customization. Right now, you cannot edge-scroll the screen or (my preferred method) use the keyboard to scroll - unless you want to reach across the keyboard to the arrow keys!
That one's a dealbreaker for me, it's incredibly clumsy to navigate in the game right now.
Stunned demigods, after being stunned, resume their LAST action BEFORE being stunned, rather than any commands issued WHILE stunned. This is a huge control problem, and will result in incredibly frustrating deaths if it isn't fixed.
Gameplay:
Collision detection needs to be greatly improved for all units. You NEED unit spacing for targeting clarity, and right now, units get bunched up near each other and overlapping each other, making picking out targets exceedingly difficult. This issue is exacerbated by the large and extra large and 'unusually shaped' models of various creeps and demigods.
Creep sizes are too small. Zoomed in enough to see and target creeps, you're too close for any awareness of the area at all. Zoomed out at all, you can't distinguish the ants from one another.
The map is far, far too small. Maybe it's just a test map, if so, that's fine, but it is not an enjoyable map - it is too small, and way too simple.
Fog of war seems to be handled oddly. Even when your creeps are near the enemies, you can barely see the back line of enemy creeps.
Stackable consumable healing items is a horrible idea. You can stay out for grossly extended periods of time - there's no need to balance your health or energy levels at all.
Damage feedback needs to be looked at - I don't need to be seeing numbers below a certain damage threshold popping up (20, 20, 20). Similarly, with Rook at least, if you have a critical item equipped, it seems that every time his shoulder turrets crit, you're getting the critical hit popup, which is mis-representative of how often you're actually landing a heavy crit with a melee swing.
Targeting is... odd. Targeting an enemy unit with a targeted ability and then having them move, you seem to target the ground where the unit was standing, even if you explicitly clicked on the unit.
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That's all for now. There's promise here, but it needs a lot of polishing work.
I'd like to see some sort of targeted beta plans distributed to the testers via email, or posted here on the webpage - if you're actually looking for feedback in specific areas, without some direction from your team, you're going to get scattershot feedback, much like this post
Unless 'we just want technical hitches' is all you're looking for right now, shrug.