-Certain types of ammo, esp. in early going, seemed awfully scarce. Even once I reached vendors that had it, if I ran out of the ammo during a mission, certain weapon types' ammo was just too scarce to find anything outside of vendors. So I'd end up with, say, a sniper who could never actually snipe. I got the impression this was getting tweaked but certain weapon types will still be generally tough to find ammo for.
Scarce ammo is a central part of the Wasteland experience, to a much, much larger degree than the Fallout games. In Wasteland 1, deciding to use full auto on a weapon was an act of desperation with potentially huge consequences, as ammo was a finite resource that was hard to find in the first place.
fwiw, i've had little or no low ammo issues with the release build of the game. I did remember to grab the 1st shovel at the intro and dig any time I see a pile. Just seems like this build is more generous with the ammo drops and stashes now, so I'm happy.
A few quality of life improvements I noticed (or maybe I just didn't use these during Early Access):
-Distribute to All button on loot pickup will attempt to divvy up items in a way that makes sense. So if you pick up 5 types of ammo, it'll attempt to make sure those all go to a squad member with the proper equipment.
-If you mouse hover over the points scale of a skill you're considering, the pop-up lists any members in your group (companions included) who already have that skill, and what their level is. Really helpful in avoiding redundancies unless you want to (e.g., having two medic types is a good thing imho).
The inventory UI is what it is. Many of us made suggestions the last few months, some were addressed, some not. Once I played it a while everything became 2nd nature. I prefer it's group inventory handling over that Halfway game that I've yakked about, but think it could've handled a few things better in terms of reloading and passing items at the vendors. I can't defend it, it's just not a deal breaker when I enjoy the overall game so much.
One thing I hounded the devs to put in -- put a compass in so we know what the heck direction we're moving our squad -- got in. Now it has both a compass that shows you what direction your camera view is facing on the main screen, and also on the overhead map (M key). The builds I initially had no such map or compass directions -- was utterly maddening. So I'm glad they listened to our feedback on that, at the least.
Some of us pushed for an RTS-like ability on the overhead map to click once on a far distance to get there. The idea being that on some huge areas once you've cleared to the end, there's an awful drudgerous "click to move" over and over to return to the entrance. That didn't get in, and some of us thought it would be a nice 'quality of life improvement' type thing.