Of course it's better, but it has some issue I can't believe are intended features (like resetting unit cards or double idle city pop-up or tile skipping in tactical to mention few).
This is my feeling too. It's not the grand design problems bogging Elemental down anymore, it's all these...I hate to say it, thoughtless errors that really detract from the game experience. The broken and un-connected stuff that litters the game (which I will say you guys are cleaning up with every patch.)
If you guys can get THOSE things nailed down, and the majority of crashes and bugs killed by when you need to put up a release version....then I say, release it by Christmas and it will be the "better" game.
I can wait on the game to continue growing into its shoes, if those other issues haunting the game from release are cleaned up. (Mentions of essence. Out-dated/unconnected techs. Gratuitous use of the handful of quests that work as padding for adventuring content.)
If you DON'T think you can get all that stuff cleaned up, fixed, removed and/or connected by...what, Dec 19th? 20th? Then I'd recommend pushing back to January, because it will give the game yet another black eye when users hop on to play and stuff like their techs don't do what they say they do.
For me, the point at which I stop a game of Elemental is when I know that ALL the later game stuff I'm building towards has issues. Adventuring particularly, but late game AI, itemization, techs and dynasties, and their current states, all make me go "eh" when I realize I'm playing toward rocky and/or broken content. That is NOT the impression you want new players to end up with.
The beginning/mid game of Elemental is very fun, and very addicting. But you hit a wall there at some point, for all the above mentioned reasons.
(PS- Not saving the unit card info....would love to see that fixed asap.)