My grand Kenshi 2 Wishlist:
Combat
-Add more variety to weapon categories. All weapons should work like martial arts, learning new moves as it levels up
-Make weapon types more distinct. Something like Katanas get the ability to block arrows with a defense roll, or hackers get a chance to deal extra limb damage, etc. Not five different flavors of 'bonus damage to animals.'
-More stances. Gain speed at the cost of accuracy, or armor pen at the cost of speed.
-Weapons could have unique stances, like Iaijutsu for katana, disarm for jittes, trip for polearms, etc.
-Coup de grace stance/modal. Character walks around and finishes enemies. Slow and leaves you vulnerable. Enemies could use this too so you would have to focus those guys down asap. Thought this is sort of against the idea of "losing is not the end" design style, I really hate guys getting up over and over again while I'm looting.
Economy/Simulation
-I'm not keen on having weapons and armor degrade but I'm surprised they don't already. Players shouldn't be able to find one sword and use it forever, unless it's a Meitou
-Selling weapons and armor should not make you rich. Something more like the Underrail system, where shops only buy what they can sell. A heart protector is trash armor, no matter how well made. The price should reflect that.
-AI squads should protect their loot and get mad if you try to take it
-Ancient tech should be worth more. Artifacts should have unique effects and uses that would make selling them tough. Kinda like how artifacts work in Stalker. Good source of money but also valuable character upgrades.
-Shops should have some kind of economic rating. Stealing from a store repeatedly would lower the rating, eventually closing it. Patronizing a shop over time could improve its stock quality
-Allow players to own and run shops, or the player could become a shop's supplier. Other guilds would not like this. Low end stores could only support low end stock at first (you don't sell Gucci at wal-mart). A higher level shop would be at risk of greater theft/rivalry.
-Stores should have caravans. Caravans could have their own companies/guilds, and a plausible (if not fully simulated) supply chain. If the player loots the regular caravan going to a city, the shops should suffer.
-Let the player run a caravan. Deliver goods/slaves from one town to another. Deal with bandits along the way, or rival companies.
-Let the player run a slave business. Capture, sell, train, etc. The player would have to deal with anti-slavers, slave escapes and revolts, and possibly other factions trying to free their people
-Squadmates should demand wages and become more expensive as they become more skilled. It should be challenging to run a full base of free people and not resort to slave labor.
Bases
-Factions should expand and build their own outposts, fight each other over outposts, and destroy or occupy outposts. Losing your base to a faction should either have them occupy it and gain its benefits, or level it.
-Unique lords/named squads (ala Mount and Blade) the player can work with/against
-Escalating raids. The player should not be able to sit behind their walls in total safety forever. Right now you pretty much have to voluntarily piss off the local faction to get bigger raids. The faction's tax demands should become more onerous over time and/or they should straight up demand you hand over the base because they can't have such a powerful rival under their noses.
-Other non-base attacks. Enemies could lie in wait and ambush you as you travel.
-Enemy bases should have their own supply caravans you can intercept to weaken them (random squads should have actual food in general).
-Food should not be so easy to make, farms should be bigger and less productive, produce should spoil over time.
-More resources and more complex crafting chains. I should not be able to build a giant windmill out of a few hunks of copper. Productive buildings should degrade over time and require maintenance.
World
-I like the world size but it needs more points of interest. Actual dungeons, bigger ruins, bigger city complexes, etc. More interesting (and dangerous) places to find and explore
-Foraging, hunting, and tracking available as skills
-More weird stuff like acid rain and sky lasers
-More joinable factions like the Shinobi thieves with similar benefits
-Factions should have open bounties or marques, like paying you for every squad of a rival you destroy
-More ways to get past walls and into towns.
QoL
-Improve UI. Highlight NPCs with dialogue. Give a heads up when squads are near (this could be tied to stats)
-Let me open everyone's inventory at once, transfer items quicker, easily share food/medpacks/ammo etc.
-A way to auto-resupply characters with food/medpacks/ammo