I'm having a ton of fun. This is an excellent game!
Below is a list of suggests/complaints/thoughts/etc. Feel free to ignore them; it will still be an excellent game :)
School:
I hate the practice/study/exam mechanic. I realize it's not necessary to progress, but that doesn't keep me from hating its existence. Also, it doesn't really fit with the rest of the game.
When a new upgrade is unlocked, it should generate a notification until the player see it.
Horde:
I don't feel like the rainbow staff needs a "/1.15 attack" penalty. While the staff does a better job of counter-acting the toughness sigil than any previous item, the penalty means it's weaker against everything else. Absent a toughness-only zone, it's hard ot justify its use (and even then, I'd rather just use a Fire orb, since it provides minor buffs even after exiting such zones). Maybe it becomes more useful later, but if so it was unlocked too early.
If used when the player is dead, Red staff should still provide the +10% attack bonus.
The loadout menu should have a button to save/copy the current loadout.
Mining:
Once unlocked, the mouseover description for granite should provide instructions (much like the mouseover for "monster part" provides instructions in Horde). Possibly both should unlock when the note is generated, in case players are ignoring notes.
It would be nice if crafting slots supported drag-and-drop (only really useful due to premium crafting slots).
Cards:
When the player unlocks a new card, that card category should be highlighted, and if expanding any newly unlocked cards should be marked.
Settings:
If "Text Shadows" is set to none, some of the text becomes hard to read (i.e., dark text on dark background). Mouseovers are better than nothing, but it's not ideal. I'll note that I disabled "text shadows" because it strains my eyes (as does light text on dark background, so personally I'd rather this not be addressed by changing the text to white).
Gems:
"More green crystals" should probably be under "Gems" instead of "Mining"
When a new upgrade is unlocked, it should generate a notification until the player see it.
Village:
"Miniature Smith" probably should not be marked as "housing."
Somehow one of the times when I prestiged, one of my in-progress buildings continued progressing. Possibly this is intentional for persistent buildings.
It would be nice if the building queue supported mouseover information (time remaining for all, time remaining for specific building)
Farm:
For some reason I didn't initially realize the gnome had to placed in the garden. Maybe unlocking it should generate a note? Also, maybe the odds of earning gold should be buffed if the player has never earned any (i.e., because it's easy to wonder if something is going wrong if the player happens to have a bad run of gnome luck prior to their first success).
I feel like the gnome should have a pointy hat.
General:
If capacity is not too low, "Can't afford" should be replaced by "Can't afford (xx seconds), where xx is the time remaining until the player can afford the purchase.
The console log is full of uncaught exceptions from attempting to lock screen orientation. Maybe catch them so they can be swallowed.