I hesitate to post my impressions and nitpicks, as the game feels really mostly great otherwise and the general mood here is very positive, but coming off a marathon of all previous AWs, I can't help but notice a few elements that could hopefully be improved, since devs are looking at this thread, to hopefully turn this game from a good-but-with-caveats experience to a legitimately great AW successor (since this is why it clearly aims to be, and the comparisons simply cannot be avoided).
-the battle skip option has been mentioned a few times: one of the face buttons could be used as an instant skip option. As it currently is, the "hold to skip" timer makes the function essentially useless, as the anims are halfway over by the time it triggers. Ideally, this "hold to skip" would be left it, and another "instant skip" would be mapped to the remaining face button to have the best of all worlds. Maybe take inspiration from SRW as well with its numerous function for battle scene management: shortcuts to activate/deactive battles individually, buttons to fast forward by scene, etc...
-when selecting to attack, the cursor stays on the character, and needs to be manually moved to a target, even if there's only one in range. This is probably the thing that most needs to be adressed, as it was integral to the snappy feel of AW battles: many situations are just 1vs1, and there's no extra need to select individual targets. When selecting "attack", the cursor should default to an enemy unit, so it can be confirmed straight away with another button press.
-the fog of war, while lovingly animated, makes every unit movement feel laggy, as it needs to disappear after the unit's movement is complete. This should be instant.
-the "end turn" option ought to be at the bottom of the field menu (as in earlier advance wars), or offer a prompt to confirm (as in SRW/Days of Ruin). As is, it's far too easy to accidently skip turns when going fast.
-the codex/field info button doesn't readily display the most useful information for commanders, it requires pressing a number of additional buttons before reaching the groove explanation (the little animation showcase are, however, an excellent touch).
-far more complex to fix, but I feel the iconography in the codex is a bit muddied, and it's hard to tell units apart in the "strong/weak against" sections. I have no suggestions on how to approach this issue, but it lacks in clarity compared to AW (again, this would probably fly unnoticed if the comparisons weren't so obvious).
-it's been covered at length in other topics but I'm also hoping a mid-battle save function will be considered down the line, as all battles so far have been extremely lengthy by AW standards (and the pacing is already arguably a bit off because of the causes of aforementioned lag, ie fog of war/additional selection, etc). I understand the design intent to have players carefully consider their moves, but this option shouldn't be outright removed from the player, either - it's part of what made AW so accessible and memorable in the first place, and even Fire Emblem attempted it after a while, initially with save points on the field, then eventually outright saves in the later entries. To clarify: I do not mean "suspend" saves that get erased when reloading the game, but bookmark saves whose purpose IS to be reloaded mid battle. In short: how Advance Wars always did it worked just fine!
-it seems the cursor defaults to a 1.1 position at the start of some campaign battles, after the intro dialog has positioned the camera elsewhere, resulting in a jarring camera snap at the very the first move.
-after a campaign battle, pressing A immediately skips the result screen, which is the opposite problem from the battle scene skip - this time, it should really wait until the score/rank is displayed, as it's far too easy to press A to pass dialog and end up skipping the entire ranking screen. Also, the notation "turn passed/enemies cleared/units lost" aren't informative on their own - what matters is the relative idea of how much they affected the overall score, and what we need to work on to achieve a higher ranking.
-holding A to check the enemy range, then moving the cursor: the selected enemy gets overriden when passing over a new enemy if A is held (and not depressed then pressed again), which makes calculating distances more troublesome as we need to plot cursor paths around where we actually want to go to avoid other enemies that could be in the path. Holding A should only show the range of the enemy first selected, not the ones the cursor passes next if the button has not been depressed.
I'll admit my initial reaction to the game is a bit dampened because I'm coming off said AW marathon, and I find in most QoL aspects, it compares defavorably to even AW1's game feel (the snappy cursor control, the menu layout). But those are extremely minute nitpicks and the underlying strategy layer appears extremely solid, most notably the capture system, which is so far the most removed from AW, to great success. The rest of my muddied reaction admittedly comes from a very subjective matter of taste, as I don't gel with the fantasy setting and characters as much as I hoped, though I won't expand on that as it's not so much criticism as a matter of taste.
Still, I hope for *great* things for this game and for it to carve its own place, not just as yet another AW-like attempt, but a legitimately great title on its own right, and I feel the above QoL points would go a long way towards making that achievable in the long run.
Signed, a long-time AW fan who wants nothing but the best for Wargroove!
(EDIT: all of the above come from playing on Switch, I'm not sure if those are applicable for PC)