Things I love about doomtown:
*The fact that there are so many various venues by which to win the game. Yes, many of them revolve around shootouts, but within shootouts alone there are so many different ways to "win". I love that. Even if it's just "I get into shootouts, boot dudes or send dudes home booted, then dump just enough CP to win the game" type ideas... I love it. (We haven't seen that specific example, but it's just one example of what could be possible that doesn't involve killing dudes to win the game).
*Deck building, in general: weighing the cost/benefit of certain cards and certain values with different draw structures makes for a ton of creative potential.
*The sheer complexity and nuance of the shootout/movement/win conditions in the game takes a long time to fully see and understand. It might be a barrier for some folks, but for folks like me it's what keeps me interested long term. If we can do better (videos, tutorials, whatever) to bridge that gap for newer folks, we might hook more people.
*Unlike others, it seems, I actually liked the idea of kung fu (with one caveat, which is below). ALL of the skills - mad science, hucksters, blessed, and shamans - require X or higher. Having a whole quasi-skill that requires X or lower makes for a great additional creative build space. Granted, I never made any kung fu decks I liked, but I like the idea of that additional build space/restriction.
Along those lines, you could build a third quasi-skill base that requires a pull WITHIN X of the spell/card rating. Dude has New Skill Fu, let's call the example: Sharpshooter Rating 2. Skill card has Sharpshooting/Targeting difficulty 9, so the pull must be within 2 ranks of 9 to succeed, so pulling anywhere from a 7 to a J will succeed. I'm not saying the idea is fleshed out or would work - just saying I like the idea of additional creative build spaces just beyond the normal boring "get X or higher". It gives more value (ha!) to various ranges of values. Where A-3 was mostly a Legendary Holster space (plus whatever random non-skilled decks), now it is extra important to all of Kung Fu. That adds an extra level of possibilities to the whole design space. Things like that, I love.
Things I disliked and would want changed/removed entirely:
*Agreed on the discard pile issues, especially with Kung Fu. When I play cards like Kung Fu or Hired Guns, it's WAY easier and faster to sort those potential target cards to the top of the discard pile. I do not like the fact that you can't screw with the order of the discard. It slows things down in so many ways.
Another way, for example, is if I have zero cards in my deck, and I KNOW I will be needing to draw cards soon... I would love to be able to start shuffling that pile right away while I wait for my opponent to make their play. But I can't, and gameplay is therefore slowed down since I can't have that done in advance.
Get rid of or heavily edit any card that relies on the "top card of your discard" or similar card, then remove the 'you can't mess with the discard' rule, and problems are solved.
*Non-interactive win cards!!!!! This one I dislike the most. Cards like Nicodemus Whately or Showboating just beg to have non-interactive decks made around them that stay at home (or a single deed) and do their best to avoid any contact with the opponent. I don't mind that slide decks exist and are viable, as at least there are ways to interact somewhat. Spirit Fortress and (certain types of) Showboating decks are the worst offenders in this category, and they are never fun to play with or against.
Either get rid of cards like Nicodemus and Showboating, or edit them to make hard caps, like "no more than 3 control" per card/dude/location/etc.
*Broken record here, but Blessed, in general. I would love to see better blessed cards and even a dedicated Blessed faction/home.