Pretty clear rules. Excellent examples and pictures.
Capture and control of cities needs to be clearly defined up front.
I. Plan Phase: "Discarded cards are placed in a face-up pile in the bank.": What is the bank? This hasn't been defined that I saw.
Form a New Army: Tell how to determine the army letter. (I don't think it matters, but just for completeness.)
Make it more clear earlier that you play a pair of cards top and bottom with only the top of the second card visible.
II. Innovate Phase: I'm confused now. It seemed from the previous section that you are playing either one card or a pair. How can you get multiple Innovations?
Refreshing innovations should probably be added to the turn outline.
III. Command Phase: "...spend each of your command tokens...": Do you have to use them all?
Attack: 2: "...for every unit cube [remaining]..."
3. I would emphasize that each cube can only score one hit.
Example: 3) would be more clear if Jen's other die didn't hit.
Put a heading before the city information.
"Normal armies may freely leave a region shared with an enemy city.": On the previous page it said you can't move out of a region as an enemy city. This needs to be clarified. (I think it means if the city has no cubes you can move away?)
Commanding an Air Force: Move: "...may move into lakes..." or presumably stop on them.
Attack: 3. Word this more like Army Attack step 2. "The attacker rolls a red die for each fighter...
IV. Reinforce Phase: What if you have no active cities?
"If a player is able to win the game...": Move this to the start of this section.