Currently, thralls and pets just stay in the exact same spot, 24/7. Rather than having a fully dynamic system as was envisioned during early access, a much more KISS system would be easy to implement, and better to work with.
Activity markers - With a player-set radius, the markers would be used by the AI to tell where to idly sandbox, where to sleep, where to interact with crafting stations, where to guard, and/or where to patrol. So rather than having each individual AI intelligently sort out the environment, just have them path to the markers.
Thrall groups - Arbitrarily assigning thralls to groups would make organizing them so much easier. This would allow for having a group of thralls that would follow after you, a group of thralls that are for decoration, a group of thralls that are for staying put and guarding, etc. When the player issues a command to a thrall in a group, it’s applied to every thrall in the group.
Workstation thrall clothing - Currently, as has been the case since the game was first released in Early Access, all crafting thralls have pre-set clothing. Being able to change that would be a much needed improvement to aesthetics.
Workstation thrall persistence - Workstation thralls are purely visual objects, with them having no collision, health bars, attack animations, idle animations, etc. Making them actual thralls, like how they were in the world before they were broken and turned into purely inventory items, is a no-brainer.
Purge persistence - Currently, the purge are randomly spawned NPCs that vanish after their time is up, or after they’ve been defeated. Which is just bad game design. The purge should consist of the actual NPCs in the map converging to defeat the player. So instead of having spawned NPCs path to the base, have the in-world NPCs path to the base.
Toggling on/off the new thrall stats system - The recent addition of thrall stats is just another layer of grinding on top of an already grind-ridden game. Having the option to revert to the original thrall system, where their stats were dependant on their stats prior to being converted, would be very welcome. Especially since there’s no documentation on how to modify the new system.