Somehow I just spent FOUR HOURS playing this, so clearly QGames is doing something right. I do, however, have some sugestions:
1) Don't let people craft buildings at the workbench if we've hit the mandate capacity! Or at least warn that you won't be able to actually do anything with the signpost if you craft it! The town I was in was littered with signposts that couldn't be built, which led to the hilarity of having something like twelve Ministry of Labour signposts waiting for capacity to free up. Plus, since most people in the town didn't have houses, no one could dismantle anything to fix it.
2) Make the whole mandate system more clear. How much does each building cost in terms of mandate? How much mandate capacity does the town have? What monuments contribute to mandate and how much? I had no clue as to any of this, which meant it was unclear to me how to contribute to the town.
3) Make dismantling important buildings harder. GAF Town already had their hilarious/awful trolling incident. In my town, sometime during the last hour of the beta, someone dismantled the Ministry of Labour buildings, meaning no one could earn tickets anymore. Worse, because of the aforementioned mandate limit, no one could rebuild it, and if everyone spent their tickets badly no one would've been able to dismantle anything either. (I did have a dismantler, but since I couldn't build a house, I couldn't do anything.) My suggestion: make certain buildings require a vote to dismantle, or multiple people with dismantlers. Either would require some kind of consensus to tear down buildings, which hopefully will mitigate the worst offenses. Communicating that consensus could be a challenge, of course.
4) Make more islands available at one time, or improve the mix of materials available at each one. There's at least one island that felt mostly useless (the one with the floating bubble islands) because most of the materials were a) high off the ground, which made them essentially unreachable to most, and b) just a few coal formations and a whole lot of structural material that revealed nothing. I think that island took less time to strip-mine than the others, but it was still way too long, and in the meantime you had people in town unable to build most things because there was a severe metal shortage. Other islands, though, were a lot better even though some of them had even more inaccessible areas, mainly because the people who could get to those areas rained down metal and wood onto the rest of us.
Those are just my initial suggestions from the beta. I assume a thorough tutorial or documentation is in the works, but if it's not I would of course suggest that as well. Once you get over the "how does literally everything work" part in the first hour or so, the game is pretty neat! It reminds me of one of my favourite games, A Tale in the Desert, where people would basically bootstrap Egyptian civilization by gathering materials for research at universities to unlock basic technologies like clay-making, agriculture and eventually more advanced tech like glass-making and chariots. There are so few games that do this kind of world creation on an MMO-like level.