And regarding the timer, which I can't stand in its current implementation (I lost my last game precisely because of the timer, when the same absurd quick battle suggested retreating in combat). So, about the timer. When loading saves, the time count starts from zero, without taking into account the time spent before the save was created, which is incorrect and makes the already flawed timer even worse. This is an obvious advantage for the loader. Or you have to wait for the time spent by the loader until the save to expire.
And about quick battles. For online play, it's definitely a bad thing, and it's completely pointless for online. It's a mechanism for quickly completing a map in offline mode. Online players are trying to find their own advantage in this, supposedly under the guise of saving time. But that's not the case at all. Moreover, quick battles were extremely buggy (perhaps that's why they didn't finish developing it, as it's an insignificant element). That's why it's popular, because it has undocumented features and gives obvious advantages to those who know them (this kind of knowledge can be equated to knowing bugs and cheats). Even after being patched, it remains buggy. And the ability to replay a quick battle is an even bigger problem. First, it allows you to replay a battle (but we're not in offline mode, everything should be in a single version). Second, it uses buggy features of quick battles (and the one who knows them wins). And third, the preliminary results of a quick battle provide food for thought on how to conduct the battle and anticipate damage from morale, choosing targets, etc. (this is purely offline). By the way, I will always host and remove the ability to replay quick battles, because this point is not yet in the rules. And what if it appears?