Excellent! I am very interested in feedback, especially from test play. And I would like to keep the discussion public.
I am posting two separate messages. This one is about initial feedback. Maybe it is too much detail, but I like to work this way.
1) Action Point Counter. Action Point counter should work like other counters. At the moment, when you use an Action Point, the Action Point is added to 0. For example, from 0/1 to 1/1. In my opinion, this counter should work like Hit Points. So it should read 1/1 or 2/2 when no Action Point has been spent, and then 0/1, 1/2 etc.
2) I spent some Healing Surges at full Hit Points to adjust the remaining number of Healing Surges for the upcoming encounter. In
Apply Conditions and Effects dialog,
Healing group, you can decrease
HS number with a stepper, but the
HP stepper look to be changing as well, even if you are at maximum hit points. On the reverse, if you increase the
HS stepper, hit points (HS) seem to be reducing by multiples of surge value. If you are at maximum HP, you should remain at the maximum value, no matter how many surges you spend. Of course, when you click
OK to exit this dialog the number of hit points is correct since no change is applied, but you should review the way HS and HP steppers interact.
3) When you roll initiative, the Initiative dialog is not so easy to read. You could replace it with a vertical table and you should display separate columns for the die roll, the initiative bonus/penalty, and the total result. In my opinion, the initiative modifier in round brackets is not that clear. I rolled initiative many times and I was not sure if the bonus was applied or not.

I also feel that reporting initiative results in groups is not consistent with the general layout.
4) In
Apply Conditions and Effects dialog, group Bonus/Penalty you could add an additional checkbox to select all the defenses (AC, Fort, Refl, Will) at once.
5) I think you could enter an option to leave dead creatures in the list. Now dead creatures are removed at 0 or lower hit points. You could leave them in the list disabled or in gray. Moreover, you should also notify the DM that the creature is going to be removed from the list when the selected damage is applied (hit points 0 or below 0).
6) You need to optionally mark minion creatures (at least for the DM). You could add a visual clue or a label in the creature box. A minion at full hit points will have 100% hit points exactly like a creature at full hit points with 100 HPs.
7) You could add a select all when selecting party members in
Pick the Party dialog. Now you must select all the party members one by one.
8) Concealment, Total Concealment, Partial Cover, and Superior Cover conditions are missing.
Generally speaking, the combat moved fast. Compared to Combat Manager I was missing power reference, power usage, attack rolls, and damage rolls. Encounter maintenance needs improvements, but text files are fine right now.
You could add trackers for Psionic Power points and ammunition, such as the number of arrows.
That's all for now.
