Thoughts:
Game is beautiful. Nicely done. I don't even miss the maple.
Map size is going to be fine. We're doing NAV ffs and have barely scratched the surface, and are on day 15 or so.
Perks and what's required is quite confusing; I didn't even know you could hover over some sections to get additional requirement info... so it's hard to tell WHY we can't build things, particularly like a mod recipe. I have everything, I'm at the workbench, and don't know why it says I don't know the recipe when I'm holding the recipe? That needs some tightening up.
Horde Nights: Still entirely beatable, but still fun. They path almost TOO well, and get tripped up in the larger pois, presumably because they're attacking all of those ♥♥♥♥ing useless sandbags and then having to re-calculate for the new weakest block. They did make the house unusable for the NEXT horde night though, so that's good.
Network jankiness: I suppose it's good that they can't hit you from "so far away" anymore (latency having caused them to appear farther than they actually were) but I'm not certain the new system of them teleporting to their current location is any better.
Progression: I don't mind the slow progression, it does make the first 3 days hard, which is good, but I wouldn't mind some stuff making more sense. Boiling an egg requires a perk? Weird. That kind of thing. I'm doing about 2 levels per day... definitely faster than my teammates, but I'm also the melee guy.
Teamwork: This version utilizes teamwork the most. We all have our roles and they fit nicely together, except that because as the main melee guy I'm getting the most XP, I'm having to help out with other roles because I have the points to do so. XP gains should be as fast for all of us IMO, even if some aren't necessarily killing it with zombie kills.
RWG: Looks like Nav to me. Nicely done.
Arrow Sticking: This really is a fun component. =) Everdeen!
Single LCB in multiplayer: This will kill open servers on later days when the fun building has commenced... PvP too.
Food/Water/Health/Stamina relation: I'm still not 100% sure wtf causes what. You can tell me 10 times that being full of food/water helps health/stam, but when it doesn't actually do it, I've no clue if it's a mechanic or bug.
Weapon Mods: I'm not sold on these being the ONLY reason to be happy to get a higher quality weapon... they're gated so much anyway, what's the point? I am glad they decided to allow mods to be removable.
Repair: I think I'm still on the same stone axe as day 1? Why make another? Oh no, wait, I had to when I started my quest chain.
Quest Chain: Really should front load ALL of those instead of putting them into a chain, so that we aren't wasting precious day 1 time doing so very little preparation for the night...
Trader Quests: The Digging one is nigh impossible, but does seem to pay the most, so... I guess? The Area Clearing one is weird, I couldn't always find the zombies to clear, even following the orange dots. I haven't done the Fetch one yet.
Snakes: These suck. When you're on higher ground and they're climbing up a slope to get you, they'll simply burrow into the ground and be impossible to hit. Still not a threat though.
Vultures: Loving them! You know they're above you, and you're in constant anticipation of whether or not they're going to come at you. They're easy to kill when they do though.
Zombie Bears: Still tanks, still janky anims (goes for all 4 legged's), and still no threat if you're above them.
Modability: 10/10.