I played the first two scenarios today. My impressions:
Bugs:
-First, it's odd that I don't have to complete mission objectives. I never met requirements like having a certain amount of food stored or research, but the timer ran out which constitutes "mission success". Not sure if this is actually a bug but it's odd.
-Colonists refusing to harvest food is still a problem. Based on today and previous experiences, it seems like, whatever causes it, happens during gameplay and then stays that way permanently. Colonists will harvest for a while and at some point they ALL stop, indefinitely. I haven't tried avoiding making a food processor so I don't know if that's related. It made it totally impossible to meet mission objectives about having food, even with several planters of full potatoes. I noticed it happened around 75,000 calories stored. Maybe that's a coincidence or maybe some trigger reduces the priority of harvesting and it never gets set back properly?
-Once I experienced three colonists standing inside each other in front of a smelter and doing nothing, but at least marking the smelter for removal caused them to stop and do something else.
-I've also seen colonists standing around doing nothing in Hydroponics, or sitting down. Maybe this is just behavior related to them enjoying the plants in there though.
-I had one guy die of fatigue when I had empty beds, which is less than before. This still seems patently absurd though. I feel like they should just fall unconscious and either require medical attention, or just sleep for a while and be unhappy about it. At the very least, surely if they're about to die of fatigue they should stop working and rush for a bed, British work ethic isn't that high right?
General stuff:
-Most of the productivity of my workers seems to be bottle-necked by building materials. I find it necessary to have three or four smelters and even then they spend more time smelting than building. I think it might be a logical balance choice to have smelters produce more building materials each run and/or work faster.
-It's still frustratingly difficult to tell what my workers are doing, and why. If my base is dysfunctional, the cause can be hard to diagnose. I really wish I could mouse over someone and see their current task, like "Going to Workshop to use Smelter" or "Going to Research to build Computer", "Going to Living Quarters use Bed" etc. Also I don't know if it's too "hands on" but I'd like to be able to allow/disallow colonists from certain tasks, kind of like you can now allow or disallow them to use objects. Like, I could toggle on or off whether someone can build, harvest, research, etc.
-Every game seems to reach a point where I have a number of tasks queued up for colonists, and nothing to do but wait for them to do it. Like... for half an hour or more. It's difficult to tell if my colonists are just doing nothing, or why they're doing nothing, but there inevitably comes a point when I desperately need a two doors, three heaters, medical equipment, a windmill and a power storage and no matter how many colonists I have, I'm just waiting. My only influence upon the game is to add more tasks, but the highest priority stuff is already assigned. This is kind of fundamental to the game so I don't necessarily know how to fix it, but during gameplay I often felt like I was waiting with absolutely nothing to do. It's possible that this is just symptomatic of bad/buggy worker priorities or the large amount of time it takes to make building materials, but I think that game-ending bugs aside (like everybody not harvesting food and starving with days worth of food hanging on trees right next to them) this is the biggest issue right now.