A few notes.
First, thanks for the excellent mod. I no longer play the unmodded WFAS, which I found dull and uninspired. Your mod has kept me from simply chucking WFAS on the scrapheap.
* There are serious bugs around the Cossack questline. If I am unaligned when I become eligible for the quest, the next time ANY Cossack general talks to me, I start the Black Mace quest and they begin treating me as if I have joined them. However, doing quests gets me no Cossack popularity; instead I get personal popularity with the Hetman. Because the game apparently thinks I've joined the Cossacks, I never get the opportunity to join any other faction -- but I can't leave the Cossacks because I never joined them. The game becomes unplayable as a result.
* As a number of people have mentioned, Fatima's jarid doesn't show up and gives me a file missing error. Training arrows have the same problem. I eventually realized that these are weapons which are in the original M&B but not in WFAS. I got WFAS to live out my Cossack fantasies (I'm a huge fan of Nestor Makhno, the Ukrainian anarchist revolutionary, and getting to thunder into combat against Russia atop a destrier with pistol and cavalry sabre makes me all tingly), and never bothered getting M&B. People who have WFAS and not M&B therefore get errors because those files are missing.
* Is there anything you can do about the physics-defying horses which can stop on a dime? It's particularly annoying when your own troops consistently cut in front of your horse, bringing you to a dead stop, usually resulting in an enemy lance up your pucker. I've also found it irritating when I'm charging behind an enemy in hot pursuit and he slows down slightly, so that the hindquarters of his horse very slightly rub against the forequarters of mine -- causing my horse to freeze stock still while the enemy AI fills me full of arrows like a pincushion. It's extremely immersion-breaking.
* Can we keep the fantasy and science fiction out of the game? "Deathtoucher swords" and automatic rifles don't belong in this game. There are enough exotic weapons which really existed that you could just rename most of these weapons to make them more atmospheric; for example, Toledo steel was legendary for being the best in the world, almost magical in its ductility, and "Toledo steel masterwork sabre" is a lot more atmospheric than "deathtoucher."
* On a related note, I'd like to see an overhaul of the modifying adjectives for weapons and armour, especially when I start seeing things like an "old old pistol." Maybe more and better adjectives? Poorly-crafted/well-crafted, crude/fancy, off-true/trued, splintered/fire-hardened, etc. And perhaps a new class of adjectives which don't affect performance, but affect price: copper-plated, silvered, gilt, filligreed, jewelled, etc.
* The trading in WFAS was quite broken, resulting in me making about 2 million at the start of the game by doing velvet runs so I wouldn't have to worry about money for the rest of the game, but now trading is so difficult that I just don't bother. It really needs to be something in the middle.'
* Was it a deliberate design decision to remove the ability to find NPCs from tavern travellers? If so, why?
* There are a couple of annoying bugs from the original game which really need to be fixed. First and foremost, the "find the looters" mayor quests are really quite broken. If ANY of the looter groups get attacked by other units, the quest becomes unsolvable. And worse, you won't know until you've wasted a week scouring the countryside for a looter group which no longer exists, adding the loss of a week's wages to quest failure. Likewise, when you accept a mercenary contract, you will get summoned by the leader within a day or two, and have only a few days to reach them. If they're galloping across the continent on their way to battle, it's nearly impossible to find them unless you get lucky and run across another noble to inquire about their location -- and even then, by the time you get there, they may be three cities away. Either increase the time you have to report for duty, or have them wait at a city or castle for you.
* Lastly, if you run across a battle between, say, a squad of your side's own scouts and some enemy scouts, choosing what side to support becomes a coin flip: SCOUT vs SCOUT. Exactly half the time you end up fighting your own troops. Can we get some identifying information? RUSSIAN SCOUT vs SWEDISH SCOUT is a lot more useful.
Again, thanks very much for the mod. I've been playing it for months and enjoying it a good deal.