From big height differences, pylon cannot seem to connect to each other too close even on the flat terrain, but from the same height difference and distance, towers can connect. Is the ground blocking paths?
Can you screenshot this? Pylons should be able to connect to each other at close range if there is no obstruction, otherwise you might've found a bug, but it is hard to give any feedback on this without a visual.
Speaking of ground blockage, is it also making cannons not shoot at creeper even if it's in range but in deep cracks or crevices?
Cannons can't physically aim too low due to the barrel clipping their base, so their vertical line of sight is limited.
Question: what controls path visibility? It's blocking much view of the weapons and creeper. There's a lot of unbound hotkeys that trigger a bunch of visibilities, but it looks like there are more hotkeys than actual keys, so I'm not sure what to bind without double binding. Got a glossary of what each action does?
Options that you don't need to toggle often mid-mission and you can just "set and forget" don't really need you to have a keybind, you can go in options and toggle them permanently there based on your liking.

As for the rundown:
Top View: Switches to 2D top down view.
Flatten AC: Disables AC visibility to only showing a small indication on the ground that AC is present. Great for visibility under AC, but you will not be able to tell AC levels on terrain easily. Good keybind.
Transparent Creeper: Makes Creeper and AC less opaque. Can be a good alternative to Flatten AC when it comes to seeing things. IMO good keybind.
Enemy Outlines: Makes all enemies have a red outline, so that they are easier to spot under creeper. Good permanent toggle.
Eco Spike: Creates a tall spike rather than a small hole in the ground whenever a tree is consumed by Creeper.
Enhance Special Terrain: Makes special terrain look sharper, more visible. (in demo, mostly resource terrain and decay terrain is what this affects)
Map Indicator: (not sure what this does)
Hover Paths: Make a unit's hidden network paths show up when it is hovered over.
Disable Shake: No screen shake.
Hide Creeper Lines: Disables creeper contours.
Hide AC Lines: Disables AC contours. Good for visibility.
Hide Paths: Automatically hides network paths that haven't been used in the last few seconds. Good for decluttering the screen.
Hide Mist: Disable mist effect when creeper is hit.
Hide Explosions: Disable explosions.
Hide Mesh: Disables showing mesh. (IDK why this exists)
Hide Shields: Disable shield dome. In the future this setting will flatten the shield dome, for now it disables it completely.
Hide UI: Hides all UI, it only becomes visible when hovered over.
As I go on and find out more, I'll add to this post. I'm just gonna keep my stuff contained in one topic. Good to be back in the CW testing field again.
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