Wow thanks for such an amazingly detailed feedback!
1. The card removal price not resetting is definitely a bug. We'll get that fixed!
2. Yeah I can see how that can be frustrating. It's due to the bots being summoned and then the game goes straight to combat. Stunning them to prevent action on the first turn seems like the best way to handle it.
3. Yeah it's something we noticed was an issue as well, but we ran into another problem if the cannons don't fire even when fully reloaded. Questions like, when does it then fire again? Do you need to waste another ammo to do it?
In terms of movement we're still looking to strike the right balance. We don't want players to be able to move too often since then you would just need 3 - 4 core units. We've also planned for an archetype of units where their strategy revolves around moving units around for surprise attacks and bonuses and being able to generate move points.
4. Yeah I think now the balance is definitely skewed too much in favourof the 1st captain and cannon strategies. We'll have to balance it out better.
Regarding the captains siding into different strategies, cannons definitely feel more isolated and really useful to the cannoneer strategy. We're fine with some cards being really good only in their archetype, but we're still looking on how to balance it. (For example, there could be a devics that could trigger based on when allies attack, making it better for combat strategies)
Really appreciate you taking the time to test the game and leave your thoughts. We'll use the feedback to continue improving the game!