Morbleue I wish you'd post in the 1.0 thread with some specifics about specific issues that bother you.
Apologies Tynan - I do not post much - and I avoid the spotlight of the main threads - I am sorry for not posting there, and just posting here this very message.
I am generally part of the "silent player base". I don't do polemics, don't want to be noticed, ... don't try to win any argument. Should something, still, as you wrote, "bothers me" - the verb is probably too hard- after release, I simply download a mod, or code a mod for myself or share. Thanks for being so mod friendly in Rimworld by the way...
From what you wrote here I'm having trouble matching your words to things in the game in a way that can be addressed by a design change. Basically I don't understand what you're referring to. [...], except for one stockpile consolidation loop AI bug which is easy to get around (draft/undraft) until we fix it. Is there another major bug?
This is a very annoying bug from a user perspective. Especially after long playing hours. All AI or game response bugs that I noticed have been flagged by now in the main thread. I test played on the build 1979-ish iirc. I did not play with the later versions. I am very positive that all is fixed/being fixed. All cool.

"raids and ally help call changes"? Ally help was totally useless in B18. Now it's like 4x more powerful than B18, not sure what you mean, it should be way better than previously. Some players reported it as OP.
I will not comment on this one. Player experiences might differ. I have passed 1000 hours of Rimworld and mostly play on Cassandra Extreme. Useless on B18 - No, just disposable fodder: I will simply mention that a typical strategy among the veteran players is to call tribal ally when facing a late game mechanoids raid of 20+. Timed properly and with a bit of kiting you can "lure away" the second wave of slower mechanoids (wounded) while you reset your traps after the healthy scythers crashed on it, this has been since I play in Alpha 14. And got more powerful with the changes on mortar accuracy and types of shells as 3-4 volleys would score kills. Generally the loss of reputation was ok, I had a very different experience in B19.
"additional grindfest for late game resources (spaceship)"? It's cheaper than before AFAIK; I was just soliciting feedback about this specifically in the unstable build thread and people seem to think it's okay... but I want more feedback. I was planning on making it a bit lighter in advanced components.
This one sorry but I strongly disagree, and feel strongly about this one. Probably this is the point I feel the strongest about in the latest few betas. And will therefore allow myself to comment in length. Apologies if I dont chose the right words or it reads harshly, I am simply trying to explain my experience and try to be helpful... The total game time cost of the spaceship components has artificial inflated and has been thrown out of balance. The time it takes to produce the advanced components with two workbenches with 2 -24h shifts for a late game colony of 12+ pawns takes 8-10 hours real hours of the player time at maximum vanilla speed. Launching the spaceship, on year 3-4 became an MMO type grind: a mindless chore - if something too big comes while the pawns do it, I can just empty the base and come back a few days later when the threat leave - but I have to watch the pawns produce the components for 8-10 hours as well as pray the RNG gods that I ll get that uranium/special metals... It was not like that a few betas back. Has been creeping in and this for me is not cool as a change in vanilla. Again no drama, no reason for me to complain or post. I can mod it with a few lines of code. If you consider making it more light weight - I would suggest you roll back the changes that the "AI component" spawns again from 50% of the psychic ships and that this "AI component" needs to be upgraded with a risk of failure. While at the same time making the production of advanced components much quicker.
"more and more mood debuffs/combat punishment/artificial block" I can't think of any atm... What specifically?
Most of them are well documented in the main thread. Debuffs - in B19 more debuffs across the board when you look at effective play in the early game, especially for tribal starts as they construction of basic furniture is gravely tech/mat hampered - I am thinking of XMLing the early colony mood buff by 5 for the first 20-30days to make the early game less punishing on higher diff. Combat punishment - is well documented that you lose limbs much more quickly in B19 in an *un*realistic way.
Artificial blocks: see advanced component above for spaceship for the main pain point. Also annoying blocks: pawn recruiting is becoming super slow (in theory is easier to recruit, after the "break", in practice lower percentage to recruit in B19, higher percentage of evasion since a few betas, when they evade, higher percentage to lose limbs in B19, coupled with the code that caps the slaves purchases on the merchants for richer colonies), construction level requirements now for pretty much everything since B18 and more generalized in B19, the thresholds feel very artificial. Again no drama, a drop of XML and can be reversed to B17- levels...
What roleplay with wimp? If we changed it, we made it less harsh. You won't spawn with animals you can't tame, that was a bug, fixed.
Happy the start animal no-tame bug was fixed. I really hated that one when I experienced it.
Regarding starting colonists, some combos were always more desireable like the cannibal cook or the work/walk-speed builder. You could do without these and even on high difficulty fiddle something with a sub-par starting team that made "roleplay" sense. I had once a bunch of 3 wimpy and frail old ladies with a bunch of vicious male cats to flank them as starting pawns. The colony made it to spaceship on Randy Random Extreme. I would not try that in B19 as I experienced it.
Indeed, at higher difficulties, with the B19 I played a few weeks ago, there is now a few clear "meta" taking shape. And outside of meta at high difficulty means no ironman/save scumming or low chance to make it. The most obvious meta starting stat now is: starting pawns: no drugs (or there is a way to deal with addicts now that I missed?), no wimps (combat is more punishing), no slothful on the traits. And on skills: one strong construction with a passion (otherwise you will not be able to build early game and will just be stuck) and one miner to start mining asap (mid game raids are much quicker now and will not make it on time if you have not mined the further nodes also yields). That leaves a choice of only one pawn left probably a multi-tasker. Very far away from 2016 where many were viable starting strategies also in higher difficulty -->
https://steamcommunity.com/app/294100/discussions/0/360672137534389267/ Or my example with the old ladies + cats.
Easy fix to experience a richer non meta start: no need to code, just downgrade the difficulty when the player launches the game, right?
Questing should be way better than B18 since the rewards are better, there's more information on threats, caravans are several times faster, and the entire caravan interface/AI is redone and vastly more efficient...
The problem are not the rewards imho, they are meh - you dont need any legendary to win the game. On lower difficulty it makes more sense to grow and sell 1400 worth of strawberry to buy one animal maddener artifact and mediocre equipment to equip multiple pawns than one big gun or super armor. OK the artifact could be the quest reward, but you get more from a strawberry/cloth trade. On higher difficulties, you simply will not take the risk to have people leaving your base until you have a superkill box - which have been nerfed in B19 isnt it? As the danger in the ancient structure scales crazy with the difficulty, at high diff, opening a it for a few pieces of gear vs 6-10 enemies or a infestation, makes no sense. You generally will wall it off with a stone wall to avoid that a natural event opens it up.
The balance problem with the questing is that they simply spawn way too far for the number of people needed to make it work. My feeling is that the "stealth" mechanisms of the caravans should be pushed further. Like caravan that only have 1-3 people with high handling/shooting and very little gear should be able to travel without any ambush the first 10 tiles around the base. As they know the land. And only start to have risks further. Also the quests should be rethought and doable on all difficulty by a small elite strike force. Currently the best way I found is to have a fodder of alpacas, squirrels, chickens and boars (in the 20s) plus three armored melee behind and just stupidly charge. It works well with minimal losses especially against the scyther prisoner quest, abandon all wounded animals as the map will close itself before you have the time to heal the beasts.
Now what would make questing great? ROLEPLAY! I feel grindy to get legendary uranim longswords that you cannot craft (MMO anyone?) I frankly would prefer to have the mother of one of my key pawns calling for help and going rescue her with a team. Then have a party event firing when she is safe in the map. With some mood buffs before and after. OR have a joint attack against a pirate camp and if we win there is peace. Stuff of the sort. I do quest because I want to experience quests.
Also it would be great to have a mechanisms where our colony can roleplay as real tribals (like have many pawns staying low tech and doing the caravan to the spaceship type win for instance instead of teching up) or as pirates (grabbing stuff and selling slaves on colonies without having to completely destroy them).
Sorry that I have no attachments to back it all up - I was not planning to write here. Also, I am generally not the kind of guy that goes to forum to play "Mr Entitled", I did not want to sound harsh or negative - I almost deleted my first message before posting. But at the same time, B19 "rebalancing" came as a less finished product with quite a few arguable changes in game mechanics from my perspective. And felt there is quite some work left to strike a better balance especially for the late game.
Now, there is a lot of positives in B19 like the turret changes, some new techs, UI improvements, caravaning improvement, etc, I am generally very happy about Rimworld. Thanks Tynan! Good luck with the release! Cheers
Edited typos