"Tribute appearing less frequently" is on the list. This was added due an earlier reported issue where your income collect indicator over your kingdom does not appear on the map unless you force a server contact. Having your tributes be of less magnitude when you collect on the unity version is a separate issue. Bit hard to say here if this is actually happening with only a weeks worth of data and no hard records, but my low level account which should have 14% or 15% chance to get a tribute on every single kingdom came up with zero tributes three times in the last week, out of a total average of about 8 to 10 collects a day. Normally this would be about a 1 in 68 occurance (and I'd see it happen zero, once or twice a week). Hitting zero four times in a week (in addition to them "feeling" lower to me) is not that much of an outlier, but combined with other people noticing, I said it worth a check. There have been issues with tributes paying out the correct amount of the time (entire kingdoms getting skipped, guild statues not properly being factored in).
Heres a couple more to add:
If your troop has a conditional component spell that triggers on kill, and the troop that is being killed triggers a summon from a death trait, the conditional ability will not trigger. For example, War will never get the extra turn killing a fully traited and not stunned Drake Rider. War will not get the extra turn killing a Summoner if the Summoner triggers Daemonic Pact when it dies. Same with all similar troops with conditions that the target dies after their spell (Wulfgarok, Ancient Horror, Dark Master, etc etc).
Spells that have a conditional component are able to check after a troop has died, causing them to fail. Orc Veteran's conditional "if my attack is greater" is checked in the order that it is printed on the card, so the order is correct as stated - the problem is, if the troop on the other end dies from the damage component, he has nothing to compare to and never gets the gem spawn. This is another example of where it would be of great benefit for multi component spells to not consider "death" until they have completely finished processing.
What I'm seeing here is that the game is looking at your traited Alchemist when setting up the pre-battle gold counter and gold modifier for the battle, and not the arena one.
This may be as a result of the way these traits work. Merchant and Necromancy never fire in battle (well, necromancy does, but its not supposed to). These traits are supposed to be considered before the battle even starts so they can properly set the number on the counter and your gold gain multiplier.
Based on the information I've gathered, I'm reasonably sure I've pieced together what is happening with necromancy. Raw gold and souls earned and most likely stored in their own seperate variables, and for the counter display, the modifier that was calculated before battle is applied and the result is rounded before displaying. The calculated number is used for any conditional abilities, but the raw value continues to be stored separately. When it comes times for rewards, this same calculation is supposed to happen again, capping appropriately, then multiplying this result by your combined armor and difficulty mods. What happens with necromancy right now, instead, is that it triggers at the end of battle on your "raw" gains, sequentially, rounding at each step, then this new modified "raw" number is passed into the method that determines your actual rewards. What needs to happen is they take the modifier set up before battle, take the raw souls gained in battle, multiply them, the same thing they do to get the number on the counter - THEN apply your armor and difficulty gain. I'm assuming they don't just use the number in the counter in the first place for another reason.