Keyboard stuff: There was some confusion over in the linked suggestions thread above and elsewhere about hotkeys etc., and generally I should clarify the different pieces of keyboard support and where we are at:
For hotkeys, I'll have to move some of them, since I can't assume we have a numberpad and wasd has to camp out over on the left side of the keyboard forever, but hotkeys for opening and using menus seems pretty easy to support. We do have to show them to the player somehow. Tooltips are one typical way, and there could be some layer that draws them under buttons as well (I guess some games have done, like, holding 'alt' for this kind of thing.)
For designations, I think the wasd+mouse combination can handle some things that people aren't giving it credit for (long tunnels etc.), and camera keys also work for doing up/down staircases. But we've listened to the feedback here, and a cursor mode is easy to support, since most of the code is sitting around for it and we already have cursor graphics. We just have to make sure new people don't get stuck in there.
For menu navigation, missing the numberpad and our old (sometimes inconsistent and annoying) methods of scrolling put us in a bind in some cases. Focus and button use etc. probably can't be the same between the various menus, because they are quite different from each other. Though I think, as with the Classic display and adventure mode, the main issue here is time. I see the pathway through for Classic/adventure stuff though, so it's easy to commit to doing those in as timely a fashion as possible after launch if that's the way we go. With a few of the menus, I'm not sure how much work it'd take.
We read through all of the comments and take them seriously, even the negative ones - there's no need to be rude or assume the worst. We're going to try to address issues and we think things are going to turn out well, but everything just takes time.