30 hours, three cities and a grand project in and I can only agree - the game is fun but it's not really working from the mechanical point of view. The things that stuck out to me in particular are the following:
* Small city size: makes sense from a design-perspective as it forces one to develop a tactic to squeeze the maximum of inhabitants, industry and commercial buildings out of the available space. The only problem: that's just one hell of an annoyance if you really want to build a city and not an oversized village or like to give it any kind of soul - there's simply too less space for that. How about the following: allow bigger city sizes, fix the number of specializations to a maximum of two and make the trade-port/trading centre a non-specialization building (it's simply too important for that). I can easily imagine how cool it would be to just make the city size variable such that you can drag and drop the size across the region until it is filled up or borders the great work or such.
* Round streets are a no-no: since the pathing is just so ridiculously broken and the buildings need a certain space in their largest variant one can't so easily see without just trying to zone, any non-rectangular street-setups usually messes up stuff. And considering that I like eccentric cities with a little bit of soul to them instead of the planned roboticness that I didn't like in SC4 for instance that's a wasted opportunity in my book.
* No continuous resource trading: one is only able to share production goods between cities via one-shot gifts - and that's idiotic pure and simple. In a game so obviously designed around sharing between cities it would make perfect sense to have one city produce alloys and let another use them for consumer electronics. Too bad one has to currently jump between the cities every other minute to gift a new batch of resources to the other. It's an annoying design-oversight.
* Messed up vehicle sharing: together with the horrible pathing makes vehicle sharing a double edged sort. If you build a hospital (which annoyingly seems to be one of the most expensive buildings to run) it simply doesn't solve the health issues of another city, it just means a whole lot of wasted money. It seemed to work with my police precinct, though, but only barely.
* Contradictory or simple lack of feedback: shared garbage with another city so that I didn't have to put a land-value dropping piece of thrash in my tourist trapping-gambling city, turns out I never received any kind of feedback about how the garbage was pilling up and poisoned my ground water supply. I might have just missed it, but the lack of feedback really annoyed me there. In other things, the feedback also seems strangely disjunct and never really conveys enough information about what is going on or how the development and shopping actually works, how to get rid of homeless or why on earth my industry plant right next to a trade-port complains about a lack of freight capacity - strange to say it in a game that prides itself on all those nice looking informative charts in the glassbox engine. Then again, I might have missed out a tutorial or where to find that info...
* Water supply is annoying as hell: I don't want to always have to switch around my water-pumps to the non-white areas of an already filled up map. Can't we have a way to get that supply automatically refilled? Like desalination plants, university research or a much deeper supply?
* Oversized goals: In agreement with Greg those intermediate goals for upgrades to the centers are either ridiculously low (gambling) or ridiculously high (electronics) - and considering one needs the trade-port due to a lack of space, faster selling times and more storage capacity that's extremely annoying (also don't get me started on the university).
* The tax-system: considering I thought I was smart by constructing an exhaustive public transport system in all my cities from the start, I never got to deviate much in terms of taxes from the 10% mark. Given that everything above 11% seems to lead to the quick demise of your city and there's usually not enough money below 9% and you are certainly always in the red when trying to produce goods it seemed rather pointless to me except to possibly speed up the early game.
* No terraforming: I still recall those fun times in SC2000 when I built a city across mountaintops and even labeled some cool landmarks in that whole thing. I can't do that anymore or build any kind of interesting height differences or make more room by drying up some parts of the ocean. I could also imagine that this would allow for cool user generated regions. Another wasted opportunity in my book.
* Bugs, Bugs, Bugs: why isn't my recycling center working despite having a full materials storage and empty goods storages? Why is that glob of sewage not going away from that particular point on the streets despite my capacities being more than enough? Why are all of my six fire trucks at one burning building while another two burn down? Why doesn't my trade port sell stuff?
As for my personal perspective about fixing all of this I'm not really sure if this is going to be done to the point of creating a game that is worth more than one look. EA has already sold up to 1,1 million copies [http://www.4players.de/4players.php/spielinfonews/PC-CDROM/30137/2130391/SimCity%7C11_Mio_Mal_verkauft.html] and I'm not convinced that EA really cares too much about public opinion to put itself behind fixing more than the most extreme issues. The only way I can see this becoming a properly balanced game are mods - and those are bound to not be allowed by EA and it's insistence on the always online DRM aspects of the game. On the other hand, at least in this way I got 30 hours of playtime from a broken game and either DS3 or BF3 for "free".....go figure...
EDIT: I should also mention that after buying the game last Tuesday, I didn't have any kind of connectivity issues at all and I don't have any particular complains about the always-online aspects as of yet.