That is like half of things up there. Some stuff are debatable. It's a tons of work, so Chew how deep are you planning to dive on the problem?
Some things are questionable by design on large scale and are highly debatable, some were as well discussed in Combat Talk and it's sibling topics. "- ability to protect rituals indefinitely" as Asthir put it would fall under that category rather than just fixing/improving/clarifying the current system, it means rework/redesign of combat.
Comments for above post (Asthir's):
"temporary effect lines" are displayed only when all effects have expired on a given slot.
"Defend killing your creats" was also debated in one of bug topics and nothing was concluded regarding that, I won't get into details, it's a matter of that topic but it's more likely a matter of design issue rather than a bug issue.
"GA spell" since holyarmy/protarmy is basically same spell, it's equally broken.
Slider issue I believe is fixed.
"Battle Log Display, Regeneration gained VE also isn't shown in here" this one is tricky, problem is that combat actually has 2 summed outcomes. One counts everything, the other has exceptions such as energyburn self damage, priests aura, etc. This is both design and clarity issue.
Short version of list: (with gibberish explanatory talk; hint: don't read brackets)
- I think that every combat related function needs to be checked and compared with documentation to see how things should work or be explained/documented. It's all one big mess currently.
- Log clarity: before round 0 print out all creatures with slot number, creat type id and level as well as all combat stats it has applied
(this is to ensure clarity on who started with what; also helpful when you are trying to see which creat was matched and effected by which creat when it comes to slot specific auras and tokens)
(figure out what to do with creature names they are confusing and useless in combat log; if I use 3 barrens and 3 santas, yet I name my barrens Santa and my santas Barren and set them all on heal, good luck figuring which is which.)
; also prints of ability actions in log need to be better since every other ability leaves you with some info "missing" (mostly the case with confusing part "and is left with X vitality" yet you ain't sure which creat is in question, for example martyrism issue when it says how much target has left ve, yet tree itself burned his own ve and you have no idea how much it had or is left with)
No log clarity means that debugging by users is hard and confusing at best, but usually very questionable. In addition to not being able to read the code (which we can't understand in first place anyway) we are also supplied with questionable documentation and explanations on how things (should) work. May the Force be with you on this epic adventure Chew :))