Alright, so I first played on EU, apparently the old version, and had much the same troubles that others had, which have all been fixed by the time I went to play on NA.
Points not mentioned before:
Once rocks collapse and seal off cave they still display healthbar even tho they effectively became a doodad at that point;
My default screen resolution is 1280x1024, during briefing objectives were anchored off-screen;
I played in the arcade, and when online - saving doesn't work. On one hand, it hint's that I should be careful about next part, on the other hand - you can detect if game is a local test and not display Ctrl-Q hints when functionality isn't available.
Zerglings in attack waves were normal strain while zerglings hatching in base were swarmling strain?
I didn't see any in-game benefit to destroying caves, so ditched those I could. I noticed there was a credits earned tab in score screen, but there's no indication that bonus objective affected it in the slightest.
Would prefer if I could skip text by clicking on text instead of faraway button (1 click to finish text writeout, 1 click to skip to next sequence);
Decreasing starting minerals in base could hint to turtles that they don't need to mass 100 marines before heading out.
Do you have a marine range upgrade later in tech tree? Blizz added "superior warp gate" upgrade in campaign for casual and normal difficulty, you could do the same thing here for Glorn-level skilled players :D
Every time I watched intro cinematic I couldn't help but to feel that the nuking ghost would get killed as well from nuking at such short range t_t
To counter the achievement point - I didn't like when blizz added achievement preview into briefing rooms. It spoils what's gonna happen in mission for the player. And it also showed their own disregard towards their story/exploration element.
EDIT: If you do decide to show achievement preview during briefing screen, please require player to first click a button to reveal those achievement icons (which would be hidden by default).
There isn't much of anything else to say about this. It's a first mission, it's well-designed and well-paced (for the most part, there was a bit of not being able to do much during base building part other than just stare at mineral counter, but that's acceptable. Usually you can balance base building with exploration of what's outside the base (that's the reason blizz just loved to put mineral pallets everywhere - so that players can explore map with minisquads while building forces to attack main base), but I feel it's ok to just chill at base during the first mission). It got good dialogue, nice background info for world building and is just overall a pleasure to play.
I really enjoyed it, the attention to details from briefing goodies to quality terrain to cart mechanic to tooltips on objectives give an impression that this is a labor of love, which is always heartwarming to see.