Making Brits in general less buggy. Off the top of my head:
Tommy Vet 3
Sniper targeting buildings rather then the people in them
AEC stun (and balancing the stun, 20 seconds if it does work is nuts)
Mortar pit second mortar is weaker on barrage mode
Commando Cloak bonuses staying on until the squad member dies
Crom/Comet smoke shell never firing
M3's vet doesn't work properly
Valentine will sometimes track people who've long since exited the beam
Etc, etc
Off the top of my head, I can also think the following:
- Sappers being unable to upgrade both Sweepers and Heavy Engineers at vet3 at the same time (however, they can do both at vet0, vet1, vet2)
- Churchills/Comets can throw grenades on the move, if you know how to
- Otherwise, it's impossible to cancel grenade throw on these tanks, making them sitting ducks for 3 seconds
- Commando smoke grenade actually prevents them from using stealth
- Commando ambush sprint will sometimes prevent them from using their weapons, even after stopping
- Commando ambush will, sometimes, even trigger mid-combat
- UC Vickers_k gun is uncontrollable, even though it's the only gun that suppresses
- UKF can't call in new sappers if their T2 is destroyed (they can only make new sappers out of T2)
- Firefly Tulips will also stun infantry (if they don't wipe it outright)
- Vickers suppression is way too low vs yellow cover
- Anvil Airburst shells have no travel time; i.e., they can land instantly the moment the flare is fired
- Anvil advanced warning (territory point LOS) doesn't work
- Hammer vehicle sight will fail to refresh the sight duration if the vehicle was "visible" when hit
- Churchill Crocodile turret gun is uncontrollable. Even though the gun is actually decent vs infantry, It seems to prefer attacking vehicles, which it can't hurt (due to its pathetic 80 damage).
- Churchill Crocodile has a 2nd, hidden, flamethrower weapon which is uncontrollable, and has been untouched by nerfs (high rate-of-fire, long range).
- Tommies/Sappers/Commandos get 3 different types of Bren guns; but only if they pick them up from the racks. Picking a Bren up from the ground only gives access to the Tommy version
- Hold the line is both bugged, and extremely OP if it ever manages to trigger
- Artillery Regiment perimeter overwatch has no chance of ever working (guns need to reface to attack). Better disable the ability to prevent accidental loss of MU due to a missclick.
- Bofors will continue to barrage, even if the garrisoning squad exit moments from the ability triggering
- Command Vehicle ability will become permanently unavailable if the previous command vehicle gets abandoned (as opposed to getting destroyed)
- Tactical support air supply will, very often, drop the AT gun at an inaccessible location, when used inside the base sector
- The whole, Vanguard glider shenanigans (can't call in new officer until glider is destroyed. Can't call in new glider if previous crash-landed, etc)
- Glider entities occupy a massive portion of the screen once destroyed, making selecting units inside that area impossible
- Brit medics (like USF medics) will, sometimes, stop auto-healing nearby injured troops, making them a pain to micro.
- Airlanding officer charge is so damn OP that its stats have to be a bug. Right?
Obviously, many of these abilities will have to be toned down to make them balanced, once they are fixed. However, bugs are annoying, and they drive people away.