Alignments
-Comparison of CG1 versus CG2 with import:

1) John and Yanko shouldn't have -3 on import.
2) I don't really see the sense in importing characters that are dead.
3) Alignment only shows two characters. If -10, it only shows -.
-When I got XO-1'd, I saw Kiril get +15 or something like that. Kiril is dead. It would be nice if the function that handles alignment changes verifies they're alive before doing it.
Conversation Manager
-Conversations that aren't clearing
--What happened?
--Freefall Suit (might be because it got cut off and resumed, didn't clear after finishing resumed)
--Dr David Schelter
Bots
-They like to congregate which makes them prime targets for grenades. A single shot from a stock KAR is enough to cause this behavior. Perhaps the difference between "loud" and "soft" is too great? These are the only two maps I've seen it happen on:
--Hotel Park: https://youtu.be/1dskbCtKvns
--Hotel Interior: https://youtu.be/hflnZoVwAnw
-A lot of Odin's crew seem to have a Strommon rifle + ammo in addition to their KAR/Combat Shotgun. You'd think they'd only have their primary weapon. If they had a secondary, it would be like a pistol or something.
-I have yet to see one surrender/run in fear even with 93 of their comrades dead and way upgraded equipment so they couldn't possibly kill me. The morale system should perhaps be tweaked to make fear/surrender more common.
-When you snipe them from a long ways away, they instantly know exactly where you are. There should try to run for cover first, then a period of where they're trying to figure out where you are (calculated based on your concealment), then they should engage.
-Odin still has no inventory:
--no shields
--no weapon
--no ammo
--no Red Transponder key
Engineering System
-I think the increase in requirements for engineering points are okay so long as the upgrades we see are the same ones going to the end of the game (or at least well into Act 2).
-RE:energy requirements for engineering system: I'm mixed on this point because one can easily balance the collection of points with the high consumption rate of the Tactical HUD. If you don't use the Tactical HUD, however, the energy requirements seem way too low. What makes the most sense to me is simply removing energy from the engineering system altogether. The amount of energy is generally trivial and the ability to upgrade is already tempered by the scarcity of engineering points.
-BUS was the first thing I got fully upgraded and...it made me sad. A void was created by not having armor upgrades for it anymore. That or the other upgrades are too cheap (especially the taser ones) so it's easy to get to the end.
Weapons
-Shotgun:
--Useless against shields.
--Cooldown mechanic makes it dangerous to use against shielded enemies.
--The fact it doesn't cooldown itself over time is kind of silly.
--It may be overpowered against Elon's squad but it's mostly worthless (and great way to get killed) against Odin's squad.
--Can kill turrets hidding in the ground.
-KAR should have three behaviors:
--Unzoomed: full auto (unchanged damage)
--2x should be changed to 1.25x or 1.5x and fire 3-round bursts (same damage per shot as full auto).
--3.5x should be changed to 6x or 8x and fire the single shot sniper round (damage unchanged from what it is now).
-KAR upgrade that trades energy generation for dampening needs explanation of what's going on. I mean, why would a gun generate energy? Because recycling casings. Makes sense, but doesn't say that anywhere.
-KAR (and other items with long descriptions in inventory) has an auto-scrolling feature that's annoying on PC. Something like that may have to be done for the console version though. Actually, the whole inventory system may need to be rethought for controllers.
Miscellaneous
-Escape key didn't work during the XO-1 Voice conversation.
-I think I tried to put my shotgun away while it was streaming and the shotgun got stuck looking like this. Even if I dropped it and picked it up again, it kept glowing. Saving and loading fixed it but if memory serves, it caused a duplication bug (ended up with two partially upgraded shotguns in inventory):
Localized Stuff
Intro
-Environmental light is pulsing too regularly (visible on arms). It gives the impression I'm spinning. I quit listening to K15 because I was distracted by it: https://youtu.be/uYCoYOeNiy8
Hotel Park
-Can stuck in ground: https://youtu.be/tj8W1yINuhM
-Tablet stuck in floor, I got stuck in wall: https://youtu.be/bicfN9GJ_qE
-Columns not tall enough: https://youtu.be/-X9AmsJiXx8
-Locked cabinet with unreachable bowls in it: https://youtu.be/1p5LXia_P58
-Geometry issues and level placed in wall: https://youtu.be/kbRleN_Qa2s
-Geometry gap into the void: https://youtu.be/HW-PCg5zrNs
Hotel Interior
-Slow streaming of lower floor via duct: https://youtu.be/JaNIPiyIXWI
-Lots of problems with cabinets with recycleables being locked or having mesh issues so you can't get to them (list is incomplete):
--https://youtu.be/0ls8nUb-ljc
--https://youtu.be/JDN9yWWJWCk
Hotel Lobby
-Pointing at a gap in this picture:
-Two locations in the office where resources respawn...
--3 carbon crates and a light on the other side of the wall: https://youtu.be/nfHvWleyiOQ
--2 resource crates, pallet lift, and tablet: https://youtu.be/km83RBTVwik
-Leave world via duct: https://youtu.be/GTbTWB5V-So
-Potential gap and a door that should be locked: https://youtu.be/WYPAgkQaGiA
-Streaming issues and objects that can't be recycled (has voice over): https://youtu.be/--CBYJ5TjwQ
-Invisible objects...
--Dunno what that round thing is supposed to be on the floor either: https://youtu.be/Tc9YHBZr4Uo
--https://youtu.be/57t4n-aL6EE
-Recyclable objects placed in wall: https://youtu.be/o-z3vTG8pw4
-Streaming issues: https://youtu.be/BX6UAroqPDg
-Turret hides sticking it's bottom out on exterior (I think it's a rocket turret):
-Had BUS and broken FFS (because XO-1), couldn't escape the water with the six blades on the bottom.