First of all id like to agree with you on what an awesome game this is. it sounds as if, like me, you have become increasingly disappointed with the way mainstream gaming has gone over the last 5 years or more. they are so "disposable" now. the gaming equivalent of a plastic carrier bag (or paper sack in the US i think) that u bring groceries home in, designed to do its job perfectly for a very short period of time, after which you need to buy a new one. rather than a beautifuly crafted leather case, as games were in the old days. they still both do the same job, they carry stuff, but there the comparison ends. and the main difference is, the gaming industry is still charging leather case prices for plastic carrier bags, but leather cases are very very difficult to find, hardly any get made any more.
Anyway, enough of extremely dubious analogies. many of the issues you raised are addressed in Gold, but not all. i'll try to deal with each point u made but theres a lot of points. pain in the ass to quote from each, numbering them would have been helpful for future reference.
1)Continuous enemy reports on the same enemies every couple of secs
As the enemy units move and come into view of different own units they get reported. seems very logical and straightforward to me. unless you have the "stop on this event" function on i dont see what the problem is. your main source of info shoud be the minimap. you shouldnt even pay these reports any attention when theres a lot happening, just a quick glance at the minimap to see where the red blotches are tells u all u need to know.
Theres nothing different in regarding this in Gold.
2)Need some kind of unit, general, slave, worker and trimere management lists
As a previous poster stated there is. its called the Assets list. iirc the icon for it is a scroll and its located right at the top of your screen to the right along with the unit upgrades button (a star) etc. it is slow and laggy, but it is much improved in gold with better filters. not sure if original PoM even has filters since its been a while since i played vanilla rather than gold. incidentaly, in Gold villas dont even exist, the generals have cities as their homes, and you can change their home city (changing it to the same home city as the unit its commanding can be very helpful). you can also chage units home cities within certain limitations (the new home city must be able to produce that same unit type).
3) Army units and slaves not staying together when grouped.
I agree on everything u said here and this is not changed in Gold. however i very rarely move slaves around therefore, for me, its not a serious issue. perhaps youre overly relying on slaves? i dont know
4) Food transfer. I cant stand that I can have a town with 20000+ food just stockpiling when I need it up front at my borders.
Why? Why cant you stand this? you think that during the illfated Athenian expedition to Syracuse, when the Athenian forces were starving and dieing of disease they didnt think "omg i cant stand that we dont have all the food in Athens here were we need it?" youre not the only one who has a problem with this but as i stated before, its just unreasonable to expect to have all the spare food from your entire empire available to you on your borders to feed an enormous army. not only is it historically innaccurate, it would affect the game balance. if you cant feed all the troops in any given area then you have too many troops in that area. as a meerkat would say, "simples".
Also, after you capture an area, especially if you sieged a city and starved them out, of course its going to take a long time to recover. surely this is as it should be? the lack of food is the main inhibitor to just cruising along cap cap cap game over. if you change this the entire game would have to be rebalanced to provide a challenge some other way. but then it loses its unique challenge. this is mostly unchanged in Gold although u can upgrade supply routes to transfer food more quickly. it doesnt have a great effect on the overall levels.
5) City hubs. I know how many hubs a city has, but for coastal cities I dont know how many are for land and water
I agree with you here. yes it would be nice for the land and sea supply route nodes to be shown seperatly. also to be able to specify if youre creating a land route or sea route, rather than have to use a sea waypoint or land waypoint to specify it before the final connection. sometimes when trying to create a short sea route you can inadvertently create an enormous long land route that goes around half your empire without noticing immediately. this is unchanged in Gold.
6) 7) and 8) I think one answer can cover these. in Gold theres less quantity and more quality as regards battles. there are limitations on how fast both you and the enemy can replenish routed units. each city has a recruit pool from which both new units and routed units are created/recreated, as well as replacing casualties . this recruitment pool is limited and replenishes slowly. how slowly is actually configurable in the options (u can even turn it off for a "hardcore" game whereas once a units loses men theyre never replaced for either side, and a lost unit is permanently lost). this, to a certain extent, reduces the "whack-a-mole" feel of the game. the idea is to improve the AI and provide the difficulty that way rather than thru sheer numbers. this is ongoing process in the beta.
Also, especially in vanilla, try to site you borders at easily defensable points. for example, when expanding in a certain direction stop at a city thats at your end of a long valley, so enemy units will be out of food by the time they reached it. or a city thats got some kind of natural barrier on as many sides of it as possible so only one enemy unit at a time can actually hammer on the walls. these tactics allow your garrison inside the city to easily repel any attacks without your intervention leaving you free to focus on another front that u wish to expand further.
9) ranged units.
ive never noticed a problem with archers or any other units (ranged or not) not attacking the target i specify. it may be that its occurred and i havent noticed.
Hope this helps :)