First, as I did with prior versions of the game, I did some intense tests to see if I could get armies with a lot of units to fly over cliffs and get into unreachable areas. I could not do it. The lead units did a good job of heading off in the right direction, and the trailing units didn't go too far backward to get in line. The army formation code seems VERY MUCH improved, so well done.
Second, now when you right click a region node that you own, you get a green move line instead of a blue capture line, which means the command will go through regardless of region ownership status. Well done!
These two things have greatly improved the feel of unit responsiveness. There are still a few bugs on the plate along these same lines. The first two are the only truly important ones that need to be addressed prior to release. The others are pretty big issues with the reinforcement system, which I expect will see much more attention after release. Here is the video (you may need to watch several seconds prior to the indicated times to get the context):
1. (8:13) If you tell two different geographically separated armies to capture a node then army A captures it, army B's command gets cancelled and it stops wherever it is. The right action would be for the capture command to change to a move command so the units make it to the intended destination.
2. (2:26) If the lead unit of an army dies, the rest of the army loses their commands. It may also be the case that the army does not select a new leader and just disbands. I think you have confirmed this bug elsewhere.
3. (9:05) If you call for reinforcements, but cancel the order at the factory, that factory will cease filling ANY reinforcement requests for the rest of the game. This doesn't seem to be the case with the Armory.
4. (4:00 and continuing throughout the video) If you have reinforcements queued and you add commands to the end of the requesting army's command queue (shift right-click), newly created reinforcements will pursue the later commands given, not form up with the army to pursue the commands in order. Subsequently these rogue units do not ever get into formation when executing additional commands and may in fact ignore commands.
There is something weird going on at 6:00. All of the orders for brutes in the factory are to reinforce the first Zeus at the bottom of the map. At 6:00 I tell my second Zeus, not part of the army or control group, to move to a location. While he is selected reinforcements coming out of the factory start to follow the orders of the second Zeus, and in the case of one squad of brutes, actually joins his army.