Bear in mind that these suggestions could apply to a game update (or new DLC) as well as another complete version (FO4 for example), so there really is not specific location for this. I'm posting it into the New Vegas general discussion section because it was the latest live content released so far where these issues were observed.
1) Map objective markers look alike - I'm sure I'm not the only one to have noticed this problem, but when certain quests/missions have multiple objectives, the markers used on both the map and on-screen compass look identical. There is nothing to identify which marker is leading to the primary objective, secondary objective, etc. And there have been several times where I had to reload from previous saves because I headed to the incorrect objective marker.
Do you think it would be possible in future updates/releases that each marker is numbered, to match up with a numbered objective task? Or at least allow us to select a specific objective within a quest to be highlighted/blinking/etc.
2) Companion behaviors are FUBAR - It doesn't matter if my companions are set to Passive or Aggressive, those morons like to engage the enemy even when it's impossible. It's worse when in a structure, where your companions will turn aggressive against an enemy on another floor or behind a wall and can't even see them. It's not just companions, all AI NPC's seem to share this problem with their "target detection" coding or something. But when I tell my companions to be Passive, I expect them not to run off alone and chase a mutant two floors down. Most of the time, I end up telling my companions to wait near the entry just so I don't have to babysit their every breath.
Any way to modify detection/engagement ranges, or at least modify companion "engagement rules"? If I tell my companion to be passive, that should mean they don't attack unless I can see the enemy myself and I'm dropping brass on the floor or tenderizing some mutant steaks with my machete. If they aren't actually struck with a melee weapon or shot with a ranged weapon, that should not initiate combat for them.
3) Recipes no longer viewable away from crafting location - In Fallout 3 I could look at my known recipes and see which items I needed to haul off to a crafting table, instead of having to pack all that junk with me in hopes that I brought what was needed without hauling 500 pounds of trash. But with New Vegas, I noticed that I could only view recipes once I activated the specific crafting device (workbench, reloading table, etc). That means that currently, I have to quicksave, run to a crafting bench, look at what ingredients are needed, quickload, pack up all of those ingredients, then go back to the crafting bench and do the job.
It would be nice if we could still view our known recipes away from a crafting location just like we could in FO3.