A couple of minor things, but all-important to yours truly.....
(1) A "Give troops" screenie. Just like the exchange troops or take prisoners screen, but one which you can only give troops to an encountered party, but not take troops from them. Useful for reinforcement missions.
(Use to be able to workaround that, but with the new parties & menus screens, I can't anymore).
(2) A "Set exchange troops source" command. i.e. a way to assign a source party to a troop (in a similar way as merc source parties are assigned to tavern-keepers) so that the exchange troops screen can be opened up in-town.
(3) Have a little more control of mission endings (or, at least allow a consistent dialogue when battles finish, so that the troop who greets you in a party encounter is also the troop who talks to you when defeated. Currently, if two heroes are in one party, one hero greets at party encounter, the other hero speaks at party defeated. Annoyingly inconsistent.)
(4) I'd welcome a versatile auto-menu system that makes it easier to code more inner-city stuff (esp. where tab outs can be more explicitly defined and controlled). Maybe that's just my bad skills, but some menu-jumping stuff I'd like to do is just darn impossible to script.
(5) It would be nice to have party_encounter conditional line which can be added to differentiate the encounter dialogue when that party is engaged in battle or is just patrolling alone.
(6) It would simplify life quite a bit if the dialogue partner opening "anyone|other(trp_name), ", the trp_name tag could be made a flexible $tring or a range.
(7) If troop stacks are not going to be limited in the next version, I'd like a way to limit them.