This should really go in the Suggestions forum. But, anyway.
- Make better tutorial
It's fine. Enough information is available in it and the F1 sheet to get a player going. If anything, what the game needs is a manual.
- Enlarge and replace font
Good news! You can already do this!
- Quest management
Quests guidance for players is horrible. Should add arrow guide in ui for current quest. Add separate ui to list available quests, explaining exactly what to do in each step and how to report.
No arrows, please. I agree that some of the quest notes are unhelpfully vague but the answer is better explanation, not arrows.
- World map
Add world map to game. Or Without it game is stripped out of strategic level. Add fast travel via world map -- no need really to travel manually like 5 minutes to fight like 30 seconds.
A world map would be a welcome feature but I doubt we are getting one at this stage of development.
- Character present
Add dozen pre-build characters presets for new character. For each present show "nickname", portrait, recommended starting stats and skills, explaning what this preset character is good for. When character level up, suggest that to put points into, based on starting preset.
Eh. I guess I'm neutral on this. It does seem like a lot of people have difficulty starting with a functional build, but planning and putting together your own build is half of the fun of the game! This is another place a manual could be helpful, I think.
- explaing better to player what world of underrail is about
- reduce redundant texts from npc, which does not explains anything and does not gives any insights about the world
- give hint to player about difficulty of current locations and enemies
- find ways to reduce annoying instant death of player in very first turn
- add some companions to player, game is too 1-vs-many
It seems like you want Underrail to be a kind of game that it is not? It is a hardcore CRPG based on exploration and discovery in a strange and hostile world. It is supposed to be punishing, it is supposed to force you to think and plan and mitigate risks, and it is supposed to be a bit mysterious. I dislike the way that some CRPG players sneer at "handholding" features, because I have played games where they were perfectly appropriate and I appreciated them very much, but this simply isn't that kind of game and it shouldn't be.
Also, I don't know precisely what "redundant texts" you're talking about, but the nonessential dialogues with NPCs give the world flavor and charm. I love that I could have a completely pointless discussion about graffiti art with a guy in Core City or hit on the hot Tchortist cafeteria worker. I love the random feud between the two Core City food vendors and the different personalities of three Freds in Camp Hathor. These are the sorts of things that make you feel invested in the world of the game and I can't imagine wanting to remove them.