Bugs, not necessarily regressions:
I'm on 1402 and just passed the first score gate on hard score without meeting the requirement (2680/3450 on turn 30 and my demigods appeared) Oops, looks like it's on the turn after that, which is counter intuitive (if my gods appear, you are very unambiguously communicating that I have successfully moved to the next phase). I pressed "done" for both factions, and got the failed message, and then the turn played out. Presumably, since it's already done calculating everything before it plays out, it had decided that I would not meet the score gate after playback, and I had failed. It should play everything out, give me my final score and then say I failed.
On the miner revolt which prevents usage of mined things (iron), I can still create melee weapons with smithy
If you have the resources to build a particular barracks unit, and you mouse over the barracks, it doesn't alert you to any missing buildings for that unit, even if you, say, don't actually have any pig farms currently (but have a stock of pigs and therefore bacon). This is in contrast to if you have 10 wood but no woodcutters and you mouse over stone quarry on the build list, it will let you build it of course but it will also say you have no wood cutters. I think the latter is the better behavior and it should be consistent everywhere.
Subjective crap:
Units with 0.1 defense are kind of ridiculous. I understand I am in control of what gets built and they could be used by a skilled player in a pinch to defend against an imbalance of units, but really...
I still don't like "oldest units attack first" in conjunction with barracks units in terms of being responsive. The best thing I can possibly do is build a barracks and already have the resources ready. In this case, the enemy I am trying to counter is going to move twice before my new barracks unit moves once (my guy spawns, enemy acts, my guy doesn't move this turn; next turn, enemy acts, then my guy finally acts). This is in contrast to glorious mythological unit overlords that get to act the turn you place them (and they go where you want!).
Why do mythologicals only give 15 points base (in first tier, rank 1) when they die? That's how much a crappy human gives.