You're right. I dug into this after seeing your comment and found a hole in my testing.
The automated tests have been very good at checking progression, saves, combat, calculations and whether the underlying actions work, but the UI testing was mostly checking the interface code rather than actually proving that every control could be interacted with normally.
I have also been doing manual testing, but a lot of it has been from a handful of authored test saves at different progression points. Those saves intentionally assume certain earlier steps have already been completed so I can test later systems quickly. That has been useful for testing a game this large, but it also means I have sometimes been entering a system through the side door instead of following the exact path a player has to take to reach it. That is clearly where some of these frustrating interaction problems have been slipping through.
The examples you gave are extremely helpful because they're exactly the sort of failures that exposed that gap: the Bonded Beast name input, post-Core travel controls, condensation interaction, and the automation toggle.
I'm treating these as bugs, not intended hidden requirements, and I'm going through the UI interaction layer for 1.1.1 rather than just patching the individual controls you found. I'm also changing the testing process so a green test doesn't simply mean the function exists behind the button, and my manual passes need to include more actual start-to-finish player paths instead of relying so heavily on authored saves.
Thanks for giving specific reproduction details. That made it much easier to see what the testing was missing.