[More UI changes I'd like to see]
1. On the map, be able to click on an objective for multi-objective quests to make it the active objective.
2. Have map icons sort of fan out when you hover over areas with stacked icons, ie clustered blacksmith/shops. Then also form a semi-circle around any quest objective central dot if there is one, so that is also the shape of them spreading out I would envision rather than a straight line have them sort of pull apart from each other into a curved fan array.
3. Persistent custom map markers (which don't set mini-map waypoints) that you can both name and set a short description for that shows when hovering over them such as we have for standard markers. They should be able to be deleted or edited, but stick around forever otherwise. I am forever losing track of merchants without reliable icons in Novigrad for example, or sometimes I want to mark places with npcs to check on later to make sure they didn't die for instance (such as hypothetical widows insisting on wailing near bodies in dog infested wooded areas, hypothetically), and there are places where something memorable happened I want to be able to be reminded about later.
4. Filter option to have quest map markers display for all quests of specific types (separate option for story, secondary, treasure hunt, contacts to be shown), but have a different color than the active quest markers and not show up on the mini-map. If I am nearby some little quest or treasure hunt spot while doing another quest, I'd like to notice on the map and swing over to it.
5. A personal preference little tweak: I'd like it if escape didn't go to the higher level world map like it currently does, and you used space like the ui says, where escape goes up to the normal list menu panel. Having right click go to the world map would make sense to me, and using interact to add a quick waypoint instead of right click. Those seem a little more intuitive to me.
[Other things]
* Run/walk toggle state doesn't seem to persist when loading a save game, and that would be nice if it did consistently remain the way I set it.
* It takes frustrating (though objectively not very many, but seemingly unending) moments before I can block/parry while the game is loading into the scene from a save and hasn't started accepting user commands, and if I right click too soon it won't register until I release and do it again. The game should check if its already held down and start blocking/parrying when it gets the command ie finishes loading. When loading into a fight, this can be annoying when someone punches me right away before I have noticed I'm not blocking when I think I should be but I pressed it too soon.
* Either a way to repair boats yourself by interacting in a certain way and using timber plus having a repair hammer or toolkit in your inventory, or else have them repair by NPCs if left near a coastal town (possibly animated if left at the shipyard town, or else just repair if left for a day). I don't think they repair right now, and I'm always crashing boats when I look around at other things and turn to see I'm ramming some rock formation or ploughing into the beach. This is probably something for an enhanced edition rather than a patch anytime soon and not really a priority with the large number of boats available.
* I agree with others that weapons degrade pretty fast. It's not so much a problem with all the tools I've accumulated, but tools weigh so much it turns out. I've got over 20kg of tools on me at least. It kind of makes sense sure, but considering a bar of iron has a mass of 1 gram in inventory, I think we can lower the weight on tools. I wouldn't mind a skill to learn how to keep better care of weapons and armor with progressive tiers (say 3 levels of it that you can learn from the smiths amateur-journeyman-master when you are levels 5-10-20), but it should be passive ie not have to be assigned to a slot. That probably isn't something that would be added, but maybe in an enhanced edition later on.