Put a good chunk of hours into the game so far and loving it. Wanted to give a few suggestions though, especially for things that might not be getting suggested much, because they are more quality of life things for the most part.
1. I think this game could really, really benefit from a speed up option in battle. At least a 2X option, but preferably a 3 or 4x option as well. I enjoy the combat, but there is a LOT of it, especially since, from what I can tell at least, you are required to manually fight battles if you want to capture any generic npcs in the early to mid game. Honestly a 2x speed option or more could be of use on the over world strategic map as well, since when you end a turn, the npcs taking their turn/movements can be a bit slow and really start to add up fast and drag on for too long. If not a speedup, then maybe left clicking or something skips the animations of the enemy moving?
2. I don't know if this is just me, but selecting the attack options of a unit during battle is miserable. About half the time I am fighting tooth and nail to keep the attack options highlighted long enough to click on one, it is very VERY finicky. This problem is at it's absolute worst when multiple units are all adjacent to the unit I need to control, but it's a minor problem sometimes even when they are completely alone. I would also even add that clicking on the active unit to try and move them can be a bit finicky as well, not as bad as trying to pick an attack though, not even close. If I could choose just one improvement for the game, it would be this.
3. I haven't tested this out much yet, but regarding the characters with bubble shields around them, I think even if the shields act a bit differently than a typical second health bar, they still could really benefit from better visual feedback on how effective our attacks against them are, especially since it seems certain element attacks are stronger against certain element shields. Simply showing the damage numbers would do just fine, and if the health is more like stacks or something, you can maybe add a little shield icon next to the damage number to differentiate what you are damaging to avoid confusion about why the damage number was so low.
4. I keep accidentally moving them away from where I wanted them on accident and having to put them back again, and this is especially rough because placing a character on a specific slot is surprisingly precise. I'd suggest that instead of a left mouse button drag and drop system, you instead left click the character to select them for movement, and then left click the slot you want to place them into. Would solve both problems in one go I think. No accidentally moving characters, and moving characters when i want to move them will be easier.
5. It is kind of annoying that characters who have a resistance cap of 30 can just have a random chance to instantly hit submissive from a single breed/birth cycle, thus permanently crippling her ability to make better churls, or even if I just didn't want her to hit that stage yet. I've only had it happen once so far, so it seems like a low chance to occur, but still seems like a minor problem with those characters in particular.
6. Kinda a much bigger suggestion in relation to number 5 somewhat, though I'm speaking from a still fairly early point int he game. So far, from what I've seen and read, it seems like letting the girls become submissive or broken are just straight up bad things with basically no pros at all except in a few niche edge cases where you repair their vision/core and corrupt them, which is a massive shame. Especially since they get unique cgs and a whole different route in a way, but we are mostly incentivized to avoid it like the plague. I feel like the submissive/broken states would benefit from being separated from the negatives of too much breeding and such, that way we can keep the game balance, but get access to all of the great CGs and such, while still retaining the option to corrupt or brainwash later on without being punished for acquiring the submissive/broken state. Not sure if I explained it well, I just feel that all of the game balance related drawbacks of excessive breeding/training should be relegated to their own system instead of being attached to the submissive/broken states that have their own unique CGs and states.
7. I think being able to exit the cave base with right click to send us back to the Camp would be nice. Most other places you can right click to go back, the cave is the odd one out.
8. The "Go" and "Battle" interface for moving large amounts of troops could really use a "Deselect All" button. "Go" is really useful for moving lots of troops fast, but the auto selection of troops is almost always way off from what I would want, making me one by one deselect the troops and then select the ones I want. And "Battle" is a similar story, I'm forced to deselect all of the troops I dont' want, or else all of the neighboring hilichurls are displaced from where I wanted them to be. I would even suggest maybe just not auto selecting any troops at all as a default (Except the ones already at the destination).
9. An option to dismiss hilichurl units outside of your main base would be nice. Only options right now are sending them to die, or trying to get them back to base, and both options can lead to really awkward and clumsy pathing when there are a lot of units defending key choke-points.
10. Lastly, I think it would be nice if units set to defense mode (Or at least I think it is some kind of defense mode) would auto resolve battles against generic NPC armies at the beginning of the turn. Having to deal with multiple nuisance battles at the beginning of every single turn just draws out the already rather long enemy turn phase. And having the auto resolve feature tied only to units that are in defence mode would give players control over when to use it and which units should use it. And you wouldn't have to worry about auto resolving a battle against a special or unique NPC (Which to be fair, I don't think you can auto those battles anyway).
Sorry for the huge list lmao, but I'm loving the game, and just thought I would give some feedback on some quality of life suggestions or feedback. Though Number 6 might not per say be a QoL suggestion lol.