Hey Peter! Welcome to the forum!
I'm afraid that a beta wiki is not really a possibility for two reasons. On one hand, it is a lot of work to do it, and on the other hand, many people will have problems figuring out its structure and where to post what. I'm happy when feedback gets posted at all, it is my task to structurize and prioritize it. Also, when the same issue is mentioned many times, it helps to determine that it is really important and must be solved. So, feel free to post your thoughts in this thread, or in any other threads - it will be very useful.
Some question on your points so far.
eskimo68 wrote:
Hate the "New game" etc font. Could be simply chnaging the colour to black, dark grey would make it visible enough.
So, the issue was with the color, correct? Can you post a screenshot of how main menu looks for you? Depending on screen resolution, the menu items can jump to different places, relative to background, so perhaps this is a problem we are not aware about?
eskimo68 wrote:
Someone else already said the first thing they look for is options. Me too
I think, you have seen the options screen already, so what do you think - will it really be useful to invoke it from main menu? Most options are related to map view, and so it is hard to decide what you need to adjust without seeing that first...
eskimo68 wrote:
The New game Play button will probably become a large and easy to find one some day.
Yes, indeed.
eskimo68 wrote:
Aaah, loved the old style black turn 1 window. But got disappointed there was no newspaper

. Ok, it's there in other scenarios but I would like to have a "fun" one
in the tutorial as well.
Emm... what newspaper are you talking about? I don't remember adding one to any of the scens.
eskimo68 wrote:
One thing I always hated about PG is that once you click away from the unit after moving it, that's it. Could we please change it to something a bit more user
friendly? If you click on the unit you moved last it will "reactivate" so that you still can undo the movement. In old PG I tended to do 5 saves per turn to have
something to fall back on in case I did a misclick. That's just a nuisance.
Maybe just provide a more "paranoid" autosaves?

I'm afraid that we cannot really protect the user from all possible "misclicks". We already separated selection button from action button, and you still have undo, so these are already two levels of protection against accident movement. Do we really need a third layer?
eskimo68 wrote:
Doubleclicking on a city could open up "purchase a unit".
Interesting idea. But I always thought that you need only two means to invoke a command: discoverable one (a button in the UI), and a quick one for advanced users (in case of PzC it is a hotkey). How will it hep to have one more way to do the same?
eskimo68 wrote:
Purchasing units has the goold old horrible "once you click on a truck you cannot click again to unselect it from the purchase" flaw.
Agreed, will fix. What I plan for this is just one more icon in the transport list - "no transport". So you can just choose that instead of an actual transport if you want.
eskimo68 wrote:
Doubleclicking on an unit should give stats (artillery range etc). Or then show both unit stats when planning an attack down to the right as we are used to.
What about the stats panel (opened with "i" button)? Doesn't it show exactly what you need?
eskimo68 wrote:
Could not figure out how to disband a unit (i.e. not inituitive - or maybe it does not exist yet

.
Right, a button will be added later, in unit info screen. For now, the only option is to use D hotkey, but, as you said, it is not discoverable.
eskimo68 wrote:
Love being able to zoom out and get a better view of things. But scalable would be nicer. At least more than just two possibilities.
The problem is with scaling tiles by a fractional number - they fit each other poorly if you do. If I find a way to make this work, I'll of course be happy to provide intermediate zoom levels.
eskimo68 wrote:
Would it be possible to get a copy of the old xxx generals? I kinda like to compare things. Then again, I think I gave up on getting Fantasy general to work on
any newer Windows maybe 10 years ago. Perhaps this would just be too much of a chore.
I'm afraid, I don't have an answer to this one.

Although I would expect DOSBOX to help with running FG, I think it worked for me in the past.
And finally...
eskimo68 wrote:The scenario editor isn't even remotely inviting you to create scenarios (yet). Nice to have one though.
Could you please be more specific on this? What exactly prevents you from creating scenarios? Is it the lack of documentation, or there are some problems with the editor itself?