Rock Paper Shotgun took a look at the game, and mentioned some areas for improvement that I have to agree with.
1) Lack of information about whether and why a ship is unable to move.
2) Inability to target ships stuck between hexes
3) Loss of control over nearly the whole fleet once committed
4) Ship momentum not carrying over turns
1: Being a turn based game, it's nice to be able to make plans based on detailed information, but we get no information as to whether a ship will actually be able to move or not, and if not, why. This makes things far more difficult than they need to be.
2: This has been discussed in other threads, but it is counter intuitive and frankly irritating.
3: As things stand, between the commander radius (including crippled commanders), inexplicably stuck ships, and walls of wrecks, I basically consider any squadron I've committed to be trapped for the duration of the battle. This problem is the hardest to come up with solutions for, but fixing (2) would go a long way toward being able to at least plan for having some ships immobilized. Perhaps it should be an option to transfer command, with the reduced radius, from crippled ships. Finally, the issue of wrecks. In reality, triremes almost never sank - the wrecks would float, and then be towed off by the victors. Perhaps it should be possible to either ram wrecks out of the way or tow them out of the way.
4: This I have little issue with personally, mainly because I can't really think of how it would be implemented.
I am really enjoying the game by the way, I just think it could be better, particularly at explaining itself.