
First of all, I'd like to have the resists display back, right now the tank is just a blank box with HP on it, remember not only graphics provide detail, but also information?
One VITAL information that I got this way when starting to play Factorio, was that walls have 100% fire resists, but now they won't tell you anymore.

For the tank, that brings me to the next thought.
The tank is not really a valid option for late game, and that is ok.
I know it is intended as mid game utility, and fulfills that role very well.
But in a game like Factorio, I'd expect heavy and/or sophisticated machinery in endgame content.
I mean, it can't be that you have a highly powered power armor, that, with just vanilla Factorio, runs very well on 3k shield HP while still providing enough speed and even some lasers shooting on top, and you have a stock of 10k nukes to pave your way wherever you go, and have the reources and tech to surround yourself with 120+ super deadly flying killer robots,
but all you got as transportation is a paper thin buggy and a (in endgame) outdated, medium sized tank.
I'd expect a massive block on chains, like the fatboy from Supreme Commander (I am shocked I forgot what it was called in Total Annihilation ;-;), nothing short of a heavily armed, mobile factory with landing pads to land/carry your hovercrafts who can go above trees at comfortable speed.
Don't get me wrong, I don't want a super weapon!
I can already take down any sized nests with just power armor and a flame thrower, yet we also have combat bots and nukes, and turret creep if that's your thing.
I just want something fitting for the more advanced stage of the game.
Also I dearly miss some sophisticated storage, it can't be that the relatively early on available steel chest is already as good (storage space wise) as it gets.
Cluttering whole screens with chests kind of looks dumb, at least to me.
Oh, and construction robots should be tought not to try to repair a wall tile that is surrounded by a firestorm, where they vaporize before even reaching it. ^^
(And tought to follow supply lines/connections of roboports instead of ending in a deadlock somewhere in an undeveloped area just because you have an "L" or so in your roboport network.)
[edit:]
For me as a modular user of modular armor, it would be fantastic if roboports (and MK II roboports) would not defy the laws of physics and destroy energy any time I unequip them, but instead either transfer the stored energy back into the batteries or keep them and not charge again from zero to full when equipping them next time.
Super annoying, really!

[edit2:]
I would really, REALLY enjoy a fast way to turn on/off constant combinators, say, by SHIFT-leftclick or CTRL-leftclick, which would make manual controls in certain (mostly testing) situations much, much faster and more convenient.