Which brings me to issue #2:
(These are minor issues, my first one was about silos, and hopefully that'll be addressed by launch or soon after)
The music.
From what we've seen, it's not very C&C.
Though it's a lot better than Generals.
Tiberian Dawn's music was perfect.
Red Alert music was great.
Red Alert 2 and Tiberian Sun had fitting music, but it didn't have the same effect.
Generals had the worst music of all C&C games.
Since I'm sitting here, I'll give you issues 3, 4, and 5 as well.
Issue #3:
Infantry.
I'd like to see the option in the skirmish/multiplayer setup screen to have engineers damage buildings, and only capture them when they're at low health.
I hardly see this as game breaking, but the option to call in a transport for an engineer could lead to a lot of lame victories.
The tech docs say the engineers have handguns. I've never seen them use it. (Tried force firing too). The tech docs also say engineers have shitty shitty shitty armor. And this is very true in-game.
I miss technicians, spys, mechanics, and guard dogs.
I also miss mechanics and, to a lesser extent, medics.
In general, infantry seems to be useless once you tech up.
I don't see the basic and mid-level infantry units as very useful, especially on the GDI side.
Grenadiers and Black Hands are great for taking out infantry, but other than that, they aren't very useful.
Zone troopers are awesome, but I think they're a little too overpowered (offensive wise).
They can jet around nicely, but are nowhere near as mobile as jump jetters from Tiberian Sun. Those guys were border-line game breakers when people exploited them.
Missile troops would be much more effective if you could station more men in an APC or building.
Foxholing (riflemen) reminds me of RA2, but crappier.
I miss "special" infantry such as chem troopers which you normally couldn't build. I'd love to see some of that action in the campaign. I remember Tiberian Sun had a mission that let you find and restore and old base, along with classic Mammoths. I also miss things such as visceroids or ion storms, and the "organic" feel to tiberium.
I also don't like the idea of having groups of infantry, although I always told myself that in C&C, one "unit" of infantry on screen represented several actual riflemen/grenadiers/etc.
All in all, I think the infantry lacks variety. I hope we see some technicians and civilians in the campaign. I may have to wait for Red Alert 3 to see infantry with a lot of character to them, such as Brutes, Chrono Legionaires, Spys, Guard Dogs, Thieves, etc. But I certainly hope that, at least for the campaign, we get a few interesting encouncters.
Issue #4:
Navy.
Even the original C&C had non-controllable naval units.
I wish we could get some hot action on the high seas, but again, it looks like that's for Red Alert 3.
Issue #5:
Walls/concrete.
I really liked the idea of building walls around my base to slow my opponent and protect myself. Concrete (to block diggers and prevent deformation of nice, level terrain) was fun too.
I loved building up strong walls with base defenses inbetween, and gates for my harvesters. I also liked creating tiberium farms - wall off a single crystal of tiberium in a nice box next to your base. The tiberium grows and spreads in the box. helps keep you infantry safe and your base nice and square.
I know this is just a demo, and that most of these issues are minor (I really love what I've seen of the game), but I do hope the final game addresses some of this stuff.
The silo issue is annoying, but can be worked around.
The music can be muted while I crank up Tiberian Dawn's soundtrack.
And hell, the music can be amazing for all I know, we've only heard a small bit of it so far.
Infantry is effective. Grouped infantry isn't my cup of tea, but it works. I hope we get "introduced" to the Commando units like we did with Tanya.
Navy - expansion?
As for concrete walls/chain link fences/sandbags, I'll miss them. I hope they're in RA3.