I can't imagine wanting roadless verses road arrangement of buildings over the inability to find those last several 1x1 squares as a priority.
Replace units in QI is long overdue at this point - you don't releae something into live see it's broken and then shelve it for over a year! I'd buy that they don't know how to extend and segment classes in their game, but I have evidence that shows otherwise in their spaghetti fashioning of building objects. They can do it but their marketing team thinks there are higher priorities.
Don't get me wrong, mate. I do want to see a replace units in every mode in the game, but done proper. The only way I can see this is if they create sub-systems where each one has a unit wave layout that would not cross over in other modes of the game:
• Replace Units in City for neighborhood attacks and generic quest ("defeat this army") tasks (including the daily challenege)
• Replace Units in Heroic Endeavors that can be different than the city based ones
• Replace Units in Campaign Map that can be different from the other two
• Replace Units in Settlements (mainly Egypt or any settlement with battles as the norm for progression)
• Replace Units in Players vs Bots (PvB) Arena that can have its own setup
• Replace Units in Guild Expeditions of their own
• Replace Units in Guild Battlegrounds
• Replace Units in Quantum Incursions (limited to what age is currently the layout for)
I counted eight sub-systems that can be created and programmed without them crossing over each other that the game can run seemlessly on. Right now, we only have one system (albeit "generic") of a setup for the modes that can be accepted: GBg, GE, city, heroic, and PvB. They tried to do it with all but errors were called out due to the mode's limitations (e.g., QI with Iron Age troops when this was introduced the first time that would not allow other age or rogues as part of the replace units function within said QI).