This particular story is a bit fuzzy.
first chapter:
-try to make music play through the music channel instead of the sound channel
-where do the reinforcements arrive from? Stormwind is a major city
-Reinhart and Lothar have the same abilities
-so many units placed in many places; it's hard to quickly realize which ones are the player's and which are allied
-buildings are everywhere; you can hardly remember where the Blacksmith is
-Water Elemental has piercing damage while the Demon has chaos type...
-Peasants can't go to the hall from the north because there is a gate in the way; only the guards can open them
-upkeep when everything is so expensive?
-Poison Cloud blocks unit pathing (especially when placed near a bridge entrance/exit it's worse)
-the Disease from Poison Cloud seems to last too long; it does not affect the caster and his allied units as well like in Orcs & Humans
-1v1, a Necrolyte is stronger than an Archer?
-it's hard to imagine how the orcs could've set up an encampment so near to a human one (northeast)
second chapter:
-Rog'har was selected during the cinematic scene where he reaches his village; the same happens in the end level cinematic scene
-this level is so easy compared to the first one
third level:
-this is a big chore doing marathon; Rog'Har doesn't even have to do anything much to get what he needs
-every ingredient can be found one time. I'm referring to the dune worm and the mushroom; just not realistically implemented
-well, I don't know how optional those quests are. They seem pretty have to, to me
-instead of Replacing Rog'har with a new Rog'har with Roar, you could just add the ability to the unit
-the Grunt in the Shattered Hand post does not face Rog'har
-really? The Bonechewer clan kidnapped everyone? What are they, alien abductors?
-Rog'har does not face Go'ar when speaking
-the Bonechewer pawn the Shattered Clan with their Chaos damage
-there was a Grunt attacking Rog'har in the end stage cinematic scene. After some hits the Grunt just died and Rog'har didn't do anything
-where did Gul'dan suddenly appear from?
interlude:
-there's a latency before the heroes get on board
chapter four:
-the Pirate Port can be attacked from the west over the mountain without them being able to do anything; the War Galleon near it can also be attacked from the same spot using Attack Ground...; most of the infantry on that island can also be killed the same way
-one of the Buccaneers on the pirate island (on the east ridge) is neutral not enemy
-after the pirate fleet suddenly appears, the Galleon in the middle, closest to the rocks spins crazily
-nobody seems to see Shadow when he walks
-trade ship arrived message during the last cinematic scene
chapter five:
-eat what in the camp? There's nothing there
-the orcs suddenly attacked and then they stopped?
-why use an Evasion icon that has borders instead of the original one?
-when player units reach the southwestern village and the Peasant near the Mule is rescued, a trigger constantly selects; this ends when all or most of the villagers change ownership; or maybe the error happens when player owned units keep entering a region of that village
-why waste time killing all trolls if the orcs were coming? The villagers had to evacuate anyways? Or was it in case the trolls would join the orcs and make their numbers grow?
chapter six:
-even Rog'har has Critical Strike and Bash...
-there were still a Barracks and some Farms when the orc tower appeared near the southeastern mine (the one lower and to the right of the upper one)
-it would be nice if the troops the camp sends came to Rog'har or a message would be given that they're ready to be used
-Rog'har should use some discipline on that warlock
seventh chapter:
-all undead units require 1 food slot
-while Dazragore went to the fountain, a Peasant just came by him probably going to repair damaged Farms
-the Earth Guardian is defenseless against Bash
-neutral hostile units do not engage human units and the other way around
-Catapults can be stunned
-the level is linear
-the northwestern Gold Mine remained selected during the end cinematic scene; you also might want to hide some units during that one since Rog'har was trapped by the many skeletons and wasn't physically present where Dazragore was speaking
eight chapter:
-Orc Farms can be built over other buildings, even trees (they have no pathing)
-Butterflies have weird placing of selection circles
-even Doomhammer has Bash and Critical Strike
-the Peon model has a gold sack on its back; it's pretty confusing and annoying at times
-the Blacksmith has issues with being selected by clicking
-consuming a Roast does not lead to other healing items to cooldown; Healing Potions give latency before a Roast can be used
-the starting Barracks is different from the ones built after in that it can train Catapults and so double clicking it will not select newly built Barracks
-Orgrim remains selected in the scene after defeating Blackhand
-Poison Cloud spawns invulnerable units that can be selected and they're named Corrosive Breath
chapter nine:
-this level is insane at first; the secret is to wait until they finish their resources as they don't go for other mines than those in their main bases; actually the AI in the northwest sends Peasants somewhere
-the enemy are also sending villagers
-Raiders have Siege damage while Knights have Normal; guess who wins
-Neutral Hostile units and human units do not engage each other
-the AI might call/move Water Elementals somewhere for some reason ignoring the fact that they're being attacked
-ships can be bought at the Human Shipyard
-well, we didn't get to see how the orc lady got Doomhammer's trust. Last I knew she was under Blackhand/Gul'dan's command and even went on an expedition with Rog'har
-Rog'har remains selected during the last scene
tenth level:
-Isabell remains selected during the scene where Praton greets her
-the orcs that come next morning ignore a Villager that was outside of the town
-why shouldn't we save Isabell's husband too?
-where's the sword that the horse carried?
-there's no way to get through the bandit camp if Praton doesn't rescue enough Villagers that are able to attack
-villagers don't stop in the scene where Praton meets the elf ranger
-the ranger basically has two very similar abilities: Frost Arrows and Cold Arrows
-a Priest/Cleric remained selected during the last cinematic scene
interlude:
-it's kind of hard to check for survivors during a siege where the enemy is on the winning side
11th:
-Praton has spare level points
-Skeletons/units can get down in the river to its north
-Praton is speaking loud to himself that Nes and the sorcerer can hear him!?
-how did they follow him if they went to Stormwind?
-she suggests he should go to his relative but then actually tells him to go with them; I guess that's more of a what she wants then
12th:
-an Oil system would have been nice
I know it's not that easy but it's not impossible
-Praton has Slow Movement Speed. Why is that? Is it to compensate for the fact that he has Very Fast Attack Speed?
-one (the only one that I've seen in the base) Dwarf Transport Ship doesn't want to be rescued
-only one of Nes' abilities may be used at a time. The others are pretty much useless; at least she doesn't have Bash and Critical Strike like most heroes; she also has 900 range (longer than a Canon Tower's)
-by the way: Nes'Selion's rank/occupation/whatever is Nes'Selion instead of ranger or whatever you wanted
-meeting Thardon will move all heroes back in the main base
-Dwarf Warrior has the same icon as Dwarf Ranger
-a lot of buildings like Farms, Lumber Mills and the Workshop from Hammerhill can't be rescued; some of them block the way of units
-some terrain parts can be accessed by ships but they don't like they could
-linearity and no ship fighting; Thorgas wasn't even a boss
-the orcs in the southeast don't move out of their base
-at some point in the eastern troll base, south of the pool where the dragon was, the camera went up a little
-it wasn't nice to let the sorcerer behind when he gave his interest to help them
-anyways, this level feels like killing units on the map that are sitting ducks
epilogue:
-isn't it too late to search for the stones now? I mean they've known about this for some time...
credits:
-the text scrolling down has an issue in that it stops from time to time for a fraction of second to then continue
-can't be skipped (don't know about other cinematic scenes; I didn't try to skip others)
Obviously, I liked the prequel more as it had less if not no boring levels.