1. 100% agreement. As it is implemented right now, the interface cannot support any RTS style play at all. For the time being, it just seems like a Diablo-style interface with some limited RTS commands overlayed on top, and it just isn't doing the job.
2. I agree that casting animations are definitely needed. Otherwise, skill interupts are just a guessing game. As for the spell reflection ability, 1 second is way too short, even for "timing skill-based" mechanic. Finally, this game really isn't about healing, so if an HoT were introduced, the ability to steal an HoT would be effective against, like, one hero?
3. I agree that demigods should be slowed down and healing crystals moved back; other players have said the same thing. I've only played Demigod since yesterday, so I'm not familiar with the game enough to make comments on towers except to say that right now they probably do too much damage.
4. I agree.
5. I agree with DatonKallandor on this. I think there should be many more gold mines that each produce less gold. It would make the logistics of the game more dependant on capping and defending locations on the map, and would give the game more of an RTS feel. Alternatively, the relative amount of gold from mines vs. the amount of gold from bounties could be map dependant, so some maps are more Diablo style, and some are more RTS style.
If you want to push it even farther in the RTS direction... make abilities and summoning troops cost gold and be less tied to cooldowns/mana... ? That, in conjunction with making income more gold mine-dependant, would make it even more RTS like in that your capacity to attack the enemy at all will depend on your ability to cap and hold points on the map. It would also make the games go much faster, as the power would shift definitely to one side or the other.