Just saying - as a software architect (designer, engineer), the ways that devices we play on present for buildable features and capabilities - means that
sometimes what works well or better (ie gives you a feature upgrade or a MORE positive experience) on 1 device doesn't translate well on another, and can make it worse.
I think the mobile presentation of warrior unit-stacking will present, after some playing with it, NOT as good an experience as the PC because - Inno designs for PC and fits to mobile - not the other way around. The two have different needs and implement things differently (under the covers)
Given that design view, this translates to the mobile size and feature set (tap, long tap, swipe, etc...) being able to fix some problems to balance the differences, but not if they're un-implemented.
So the rave reviews of how great it is on one side, and detraction offered on the other - can basically come down to what platform you use most, and how you use it.
Some issues transcend platform design - for example - there is a common theme on both -
ie, where the injured warriors should go.
From the beta experience and to
@Sharmon the Impaler's point, there is COMMONALITY of BOTH beta and now live feedback that it dilutes the full positive nature of what stacking can deliver for us by placing them directly after the Warrior MASTER COPY (with availability count).
So remember - sometimes
it's the platform that you play on that drives how you like a feature, or if you don't. It can be implemented differently, and sometimes is. Inno, luckily for us, chose to make it reversible by giving us the OPTION to turn it off from stacking warriors.