Triggers and Order of Action
There are some inconsistencies the game has with the order of triggers on the battlefield. These are some I have noticed:
-Roach, triggers and acts before your gold card play is resolved. This ruins the brave effect on Geralt. And I don't like how Vilgefortz can target Roach.
-Morenn triggers before you can lock with a silver unit.
-Kaedweni Siege Support triggers before Kaedweni Sergeant, ruining Sergeant's buffing ability.
-The Imperial Golems should trigger after using the leader.
-Saskia should trigger after using the leader as well.
-Elven Wardancer should go into limbo when a player is mulligan cards, then come out after the ability resolves.
-I'm not 100% sure how Hawker Smuggler works, but it should not trigger until the played card has been resolved it's ability. (Kinda hard to have something hit it for exactly 4 damage from a unit)
-Morkvarg weakens when it is resurrected, and Olgied weakens upon going into the graveyard. Consuming graveyard has the biggest impact on this order.
-Clan An Craite Raiders should not be summoned until after King Bran's ability resolves. Same with Cerys as it won't tick from the Raider resurections if they are discarded first.
-Another example, but fixed, was the Savage bears triggering before the enemy unit's ability resolves.
-Basically any card that has "When" or "Whenever" should happen after the effect that triggered it.
All healing/buffing triggers should happen before all damaging triggers (not to be confused with damage from playing cards), because damaging units is more valuable than buffing them.
There are other units that have triggers but order of triggers doesn't really conflict with gameplay at the moment, as far as I know. These are the Triggers that order doesn't really matter, or impossible to reverse atm:
Foglet (Fog)
Dol Blathanna Protector (Spells)
Blue Stripes Commando (Muster, Trio)
Harpy Egg (Consume, Deathwish)
Nekker (Consume, Deathwish)
Clan Tuirseach Axeman (Damage)
Reaver Hunter (Trio)
Vrihedd Vangaurd (Mulligan)
Clan An Craite Raider (Discard)
Daerlan Foot Soldiers (Reveal)
Spotter (Reveal)
Ice Giant (Frost)
Clan Brokvar Hunter (Damage)
Clan Dimun Pirate Captain (Discard)
Redanian Elite (Armor)
Arachas Behemoth (Consume)
Dol Blathanna Marksman (Movement)
Raging Berserker (Retaliation)
Clan Tuirseach Skirmishers (Graveyard)
War Long Ship (Discard)
Fire Scorpion (Reveal)
Imperial Brigade (Spy)
Mangonel (Reveal)
Commando Neophyte (Mulligan)
Savage Bear (Damage, mentioned above)
Prize-Winning Cow (Retaliation)
Iris (Deathwish) [Her interaction with carryover seems wrong]
Sabrina Glevissig (Deathwish)
Botchling (Deathwish)
Lubberkin (Deathwish)
Toruviel (Ambush)
Aelirenn (Muster)
Fake Ciri (Passing)
Ves (Muster, Trio)
Yarpen Zigrin (Boost)
Trollololo (Trio)
Ciri (Losing the Round)
Old Speartip: Asleep (Unit count) [same with awake version]
Bloody Baron (Enemy units destroyed)
Iorveth (Movement)
Ciri: Dash (Graveyard)
Lord of Undvik (Destroy)
I made the list mostly to go through all the cards and check again to see if anything pops up with weird interactions.
Exceptions:
Wild Hunt Rider has a Trio effect, but I don't consider it a trigger, because once you have 3 on a row, it always happens at the end of the turn.
Ancient Fogglet's ability is like Wild Hunter Rider, it just happens, every turn, once it starts. Nothing immediate happens.
Vrihedd Sappers has the Ambush effect, but it just happens without any trigger.
Vabjorn, It's almost like a trigger, but this one happens at the end of the turn. It won't Trigger on opponent's turn with units hit by weather.
Edited: Added the Clan an Craite Raiders interaction with King Bran and Cerys not working because of order conflicts.