Having been playing the test branch exclusively, I support a hotfix. Still some balance things and a couple of bugs. The sort of ones where I throw my hands up and go, this run must be abandoned. Not that they are unplayable crash bugs mind you, but some interrupt character plans enough is is better to retry and hope you don't get the issue or to develop a character of a different type for more fun.
The best way to raise medicine for the player, on test, is to get badly injured yourself (hideouts and trying to take over alleys is key) and then rest yourself back to health. Do the opposite of the perk on the rest for max healing "ticks". So if you chose to heal when moving on map perk, rest in a settlement. If you chose the perk for more healing when resting, heal while moving. This is awkward. It is harder to level organically through battle, and even worse to level on a companion medic than on live. It was never easy to level now is a mess. My test character was a Battanian that started with highest healing and INT that was possible and rapidly invested in it. Levelling it on a fighter focused build where you are low int and low perk just to get the starting perks for your build will be excruciating.
Alley takeovers are bugged again. I'm not sure of the trigger, and there is an open ticket in progress. I have a proper candidate companion (high roguery, one "bad" trait, autogenerated "the Robber" empire). But, when I win an alley fight the option to take it over is always unselectable. I have tried being a merc, being totally freelance, when merc in my factions, not in my faction. And yes, I have run alleys before, so I know the drill. If I find the trigger I'll post in the existing (not mine) bug thread.
Running a workshop is still obscure enough it doesn't feel either fun to micromanage or useful to "fire and forget". Warehouses are a cool concept, but how the economy "settles" after the game is played a while leads to much overproduction by the AI. So the economy seems to eventually trash itself. That has bigger implications to runs, esp if running unmodded.
The new battle AI also offers new plusses, but still seems off where it won't respond to rear or flanking attacks at all (again documented well, not by me). The balance between hold formation and defend yourself still feels like it needs tweaking. Spears feel better after last mini-patch though.