I'll edit the thread if i notice anything more in the future.
* Casting a concentration spell while already having a concentration action doesn't work as intended: the tooltip does appear, but when choosing to suppress the first effect to let the new one occur, it doesn't do as intended: the first effect doesn't disappear and the second one thus isn't applied. (found while using Dancing Light a second time)
* Not a bug but a "bad behavior": Dancing Light can't be moved over chasms, which is strange due to the floating behavior it should have. Being able to move it during pillar fights should be a thing, since that's a situation that may arise quite often.
* Interactions with elements may not make the element disappear/move, but the interaction may be consumed, from time to time (seen with wood pillars in the Library); it results in being stuck.
* Probably already noticed: elements supporting a particular chest in the Library aren't yet implemented; ladder and floor are considered decor, having no physics attached to them (and thus no interaction).
* At some point , after few hours playing without exiting the game, strange things began to happen during the last part of the playthrough: in the maze of the castle, right before the end room, it took a lot of time before a character uses the interaction animation (with items on the grounds or interactable elements alike), and empty stashes on the ground wouldn't disappear. Saving was also disabled, as if some special game loop wasn't terminated when it should have been.
* Learning a crafting recipe you already have is possible, resulting in the loss of the recipe object without any benefit.
* Items in bags going under the looted items will still be open for interactions; Trying to click on a loot item will pick an item from the bag instead (ie bags filled more than what's visible on the scrolled up bag). * Unidentified items will stack with their identified counterparts (potions & ammo); but instead of identifying the new one ("Oh it has the same magical resonance!"), they all become unindentified. * Not a bug but a suggestion: due to the increasingly high amount of different ingredients, they should be 1) fully stackable (5 is far from being enough) and 2) somehow separated from the overall bag (ingredient bag ?); micromanagement for potion-making is just too tiring at the moment.
* Food found during exploration is automatically filling the bag of the character making the check. It is so even if that makes him/her encumbered and nobody else would be by transfering part or all of it to another character. It's bad because you can't access inventory while travelling.
* Travel micromanagement: it's not possible right now, because once you accept a travel route and options, there is no way to change them (even if you begin to be thin on rations, if you want to change the equipment of your team, or have a chage of heart and want to go back in the middle of the expedition).
* Feats and co: many feats gives +1 to a stat, in combination with other bonuses. Sometimes you really want those bonuses (ex: Sylvan archer for this neat covert erasing). But with how stats are being in 5e and how you an build from scratch a character, you may well get a 20 head-start in the stat already (in this particular case, elf or halfling are usual choices for ranged-focused classes, with +2 dex). It would be nice to have a stat choice for feats like this one scratching an itch for a specific build.