I hope you're writing down the criticism you didn't want to hear in beta and are considering that as well now.
Let me address this because I've seen it come up time and time again.
The issue isn't that we don't listen to people or users. When designing a piece of software you have Scope. Time. Cost.
Let's look at what I do on Stardock's games. Think of me as "super modder". I don't write the core systems. I make use of them to do things like make AI or create game mechanics and such.
So at the start, you have a design document that walks through every element of the game top to bottom. Now, if you have an engine already (like Galactic Civilizations II did) then you just proceed forward and all things end up fine.
But Elemental: War of Magic was having its engine developed in tandem. So as time went on, I would find that a certain feature I wanted to put in or that users wanted to put in was something that the engine didn't support and wouldn't support for a long while so I'd have to come up with a different way to try to accomplish the same thing.
So users on the forums would say "You should have feature X" in there. I might agree or not but in each case, I'm looking at what can be supported by the engine today as well as looking at what could be supported by the engine in the near future.
In software development, these are things that you have to deal with all the time, it's not unique to Elemental except that some of the design decisions didn't work as we had hoped.
Luketan, we are painfully aware of the criticisms of the game. As someone who has been making games for almost 20 years, I have had some good ideas and some bad ideas (same on our non-game software).
Elemental's game mechanics fail due to the interworkings between the unit system, the combat system, and the magic system. They don't need to be redone as much as integrated into a cohesive whole.
We have our own ideas how to address this but I will go through the forums and look at people's ideas and other observations to see if there might be a better way.
For instance, there was a discussion in one of the threads on tactical battles and how magic should work. From that, we came up with a new design that has a casting time for spells. The player will be able to see what units and actions are coming up in a kind of "film strip" at the top of the screen. Thus, if a player is casting "Rock Slide" on them, they will likely have time to react.
Giving spells a casting time changes a lot of game mechanics and by looking at feedback from the forums, we can refine things further by hearing other players with their experiences. We don't develop our games by "community consensus" but we do listen to ideas to see if there's something we like better than what we came up with.
The same with combat. Splitting the "To Hit" and "Damage" rolls allows us to make a much more satisfying system.
Anyway, the point is, we looked through the forums during the beta and made a great deal of changes based on feedback and suggestions (the concept of global food and other resources came from the beta for instance, the research system we have in the game came from the forums). Many users tend to think that if THEIR idea doesn't get used then we clearly aren't listening. Sometimes, we either don't agree with an idea or it's something beyond our scope to implement.