So this looks really interesting to me as a fan of RTS games in the spirit of Total Annihilation.
There are a few thoughts I have in mind:
What will the stance on the UI will be? Is the UI considered part of the gameplay? Many RTS, like starcraft, consider the UI a part of the gameplay that sometimes limits players in what they do. This means fighthing the UI is part of the game. That is fun in it's own right, but I hope ashes (if I want to play a game that is about fighting the UI I go play starcraft, no need for bad starcraft clones) will not be about that kind of gameplay, but rather about what we have seen in Total Annihilation, Supreme Commander and Planetary Annihilation: The UI serves only the purpose of most efficiently allowing control of the units the player has. From what I read about the concept of a meta unit it sounds like ashes will work into that direction. Another big point of that kind of concept is that UI mods become "okay" to use in multiplayer battles. A modded UI in a game like starcraft is basically like cheating. In TA-style games however modding the UI is completely fine, since there are no gameplay mechanics that are designed around a lacking UI.
UI feature wise I am wondering if we will see something like the strategic zoom from Supreme Commander, where you can always get a quick overview by zooming out and seeing icons. I think such a feature is vital to remain in control over huge battlefields. Only having a close up view and a minimap is not feasible at all if you are trying to beat Supreme Commander or Planetary Annihilation in terms of scale.
Another question: Will modding (UI, gameplay, custom maps, etc) be supported?
Also I read somewhere that ashes wants to be about strategy more than about speedy clicking. That is something that is a pretty vague description in my eyes. I don't think there is any way to fully prevent player speed from having a certain effect on their performance in a real time game, as if you do stuff faster than your opponent you are well... faster and having things faster is always good, so I am wondering how exactly this will be achieved.
One last though: How will the resource system work. In the gameplay description it says something about a "constant stream of income". I wonder if that implies a "streaming economy" as known from TA: You don't pay up front when you construct something, but rather while the construction happens per second, if you can't provide resources the production slows down. To me that is the perfect system to support huge amounts of units production that is setup to be an endless loop that never stops, so you don't have to queue up units one by one.
... yeah I am looking into something that is on par with Supreme Commander and Planetary Annihilation here
Very interested into this, will very soon get the founders package.