I've been thinking about all the points you just made. People have been pointing them out to some capacity.
- Ramp: I'm going to experiment with some different ideas, including the ones you mentioned. Although I really want to keep the ramp, because it adds an extra level of difficulty to planning, which I like. One of the reasons I allowed bridges to go directly into nodes was kind of because of this slight clunkiness you mentioned.
- Directional roads: I'm probably not going to get rid of directional roads, but I have some ideas to at least improve some of the issues people have with them. First of all, some way to check for incorrect paths, either not connected to any node or directly facing a path going the opposite way. And secondly, probably some kind of way to see what direction the roads are going visually. I do like not being able to tell and having to keep track of them, or debug them if I mess up. I'm probably in the minority given some of the feedback I've received.
- Erasing: I'll implement a button and a double right-click shortcut to swap to a state where you can clear all paths. I'll also have a setting to make that the default, since it might be more intuitive for some people. Maybe it's better to make "erase all" the default, and allow players to toggle into a more precise, path-specific deletion mode. I'll need to experiment. But path-specific deletion is what I liked using, and is very necessary in the larger, messier levels, so getting rid of it is not something I'll do.
Thank you so much for the feedback! As you can see I have been thinking about it.